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2158 

MONSTROUS  COMPENDIUM8  Annual 

Volume  Two 


MONSTROUS  COMPENDIUM®  Annual 

Volume  Two 


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I3i  l  Jurr*|i  Ttni 
Chrm  Hmuirt 
L  'imbn<\w  cm  lU 
UnlW  Kitt^dum 

ISBN  1-7^4-0144-3 


[on  Pickens 

Gt ii/5i  i Mi  Dir ::  fur;  Steve  Winter 
f  nv,-i  '  Hisf;  Jeff  Faslev 

Walter  Velez,  AmieSwekd,  Dennis  Miller,  Glenn  Michael  Angus,  &  Ken  Frank 
-  Turn  Baxn,  Stephen  A.  Daniele,  &  Mark  SuppeUind 
Paul  I  lanehette  &  Don  Pn  now  ski 
i  Stephen  A.  Daniele 

!  ■  >  ,  Dave  Co nnnt 

i  vert  v  apfn  Tracey  L.  Isler 


How  to  Use  This  Book 


This  book  is  the  second  annual  Monstrous  Compendium® 
accessory  in  a  series  featuring  creatures  that  appeared  in  vari¬ 
ous  TSR  role-playing  games  and  periodicals  over  a  single 
year — in  this  case,  1994.  The  selections  come  from  myriad 
game  worlds,  but  they've  been  developed  with  the  intent  to 
make  them  useful  in  any  campaign  setting;  those  who  own 
products  containing  these  monsters  may  discover  slight  varia¬ 
tions  if  they  compare  the  respective  entries.  Even  so,  monsters 
that  come  from  product  lines  Like  the  Al-Qadim®  campaign 
setting  or  the  Ravenloft  realm  of  terror  often  remain  quite 
distinctive,  and  they  should  be  chosen  with  care  for  use  in  an 
adventure.  For  example,  most  adventurers  aren't  likely  to  hap¬ 
pen  upon  a  megatherium  or  a  koliathra  as  they  wander  along 
the  road  to  glory. 

However,  standard  "'random  encounter"'  tables  for  the  main 
Monstrous  Manual 1m  Tome  are  included  in  this  text.  Such 
tables  provide  a  general  structure  for  adventures  in  a  generic 
game  world,  thus  their  inclusion  is  desirable.  Otherwise,  the 
advice  on  how  to  generate  adventure-specific  random  encoun¬ 
ters  given  in  the  first  annual  can  be  used  with  the  new  mon¬ 
sters  given  in  this  book, 

Each  monster  entry  includes  the  following  information: 

CLIMATE/TERRAIN  defines  where  the  creature  is  most  often 
found.  Normally,  climates  include  terms  such  as  arctic,  subarc¬ 
tic,  temperate,  and  tropical  Terrain  types  include  plain /scrub, 
forest,  rough/hill,  mountain,  swamp,  and  desert. 

FREQUENCY  is  the  likelihood  of  encountering  a  creature  in 
any  given  area,  Very  rare  indicates  a  4%  chance,  rare  is  11%, 
uncommon  is  20%,  and  common  is  a  65%  chance.  Chances  can 
be  adjusted  for  special  areas.  This  entry  can  be  used  as  a 
guideline  for  adventure  design. 

ORGANIZATION  is  a  description  of  the  general  social  struc¬ 
ture  that  the  monster  adopts.  Common  types  are  solitary,  clan, 
pack,  herd,  and  flock.  In  many  cases,  solitary  includes  small 
family  groups  or  mated  pairs. 

ACTIVITY  CYCLE  is  the  time  of  day  when  the  monster  is 
normally  awake  and  most  alert.  Those  who  tend  to  be  busiest 
at  night  may  be  active  at  any  time  in  subterranean  or  similar 
settings.  !t  is  worth  remembering  that  the  activity  cycle  entry 
is  a  general  guide,  and  exceptions  are  fairly  common. 

DIET  indicates  what  the  creature  generally  eats,  of  course. 
Carnivores  eat  meat,  herbivores  eat  plants,  omnivores  eat 
either,  and  scavengers  dine  mainly  on  carrion.  Unusual 
entries,  like  life  energy  or  emotions  r  may  appear  from  time  to 
time,  and  they  are  fully  explained  in 
the  text. 

INTELLIGENCE  is 
the  equivalent  of 
the  attribute 
score  of  the  same  name. 

Certain  unintelligent  mon¬ 
sters  are  instinctively  cun¬ 
ning  hunters,  and  these 
are  noted  in  the  monster 
descriptions.  Ratings  cor¬ 
respond  roughly  to  the  fol¬ 
lowing  Intelligence  ability 
scores; 


0 

Mon-intelligent  or  not  ratable 

1 

Animal  intelligence 

2-4 

Semi- intelligent 

5-7 

Low  intelligence 

8-10 

Average  (human)  intelligence 

11-12 

Very  intelligent 

13-14 

Highly  intelligent 

15-16 

Exceptionally  intelligent 

17-18 

Genius 

19-20 

Supra-genius 

21  + 

Godlike  intelligence 

TREASURE  refers  to  the  treasure  tables  that  are  found  in  the 
Dungeon  Master®  Guide  (DMG).  The  entry  indicates  the  type 
of  treasure  likely  to  be  found  on  or  with  an  individual  mon¬ 
ster.  Treasure  should  be  adjusted  downward  if  only  a  few 
monsters  are  encountered.  This  figure  may  be  further 
increased  or  decreased  at  the  DM's  discretion.  These  tables 
should  not  be  used  to  place  dungeon  treasure,  as  numbers 
encountered  underground  will  be  much  smaller.  Intelligent 
monsters  will  usually  use  magical  items  that  are  present,  and 
try  to  carry  off  their  most  valuable  treasures  if  hard-pressed. 

Major  treasures  are  normally  found  in  the  monster's  lair 
and  designated  in  parentheses.  As  a  rule,  these  should  not  be 
determined  randomly,  but  ought  to  be  designed  and  placed  by 
the  DM,  If  he  or  she  decides  to  assign  such  treasure  randomly, 
it's  best  to  roll  for  each  type  possible;  if  all  rolls  fail,  no  treasure 
of  any  type  is  found. 

Unusually  large  or  small  treasures  are  noted  by  a  parenthet¬ 
ical  multiplier  (xIQ,  XH,  etc.).  These  should  not  be  confused 
with  treasure  type  X. 

ALIGNMENT  indicates  the  genera]  behavior  of  an  average 
monster  of  that  type.  Exceptions,  though  uncommon,  may  cer¬ 
tainly  be  encountered. 

NO.  APPEARING  indicates  an  average  number  of  creatures 
that  will  be  encountered  in  the  wild.  The  DM  should  alter  this 
to  fit  particular  circumstances  as  the  need  arises.  In  many 
cases,  additional  information  on  this  topic  will  be  presented  in 
the  Habitat/Society  or  Ecology  section. 

ARMOR  CLASS  is  a  rating  of  the  monster's  resistance  to 
damage  in  combat.  In  many  cases  this  is  based  upon  the  crea¬ 
ture's  natural  defenses,  but  it  can  also  indicate  armor  worn  by 
humanoids  or  other  creatures.  In  some  cases,  high  speed,  nat¬ 
ural  agility,  or  magical  protection  may  play  a  part  in  the  deter¬ 
mination  of  a  creature's  Armor  Glass  rating.  Humans  and 
humanoids  of  roughly  man  s tee  that  wear  armor  will  have  an 
unarmored  rating  in  parentheses.  Listed  ACs  do  not  include  any 
special  bonuses  noted  in  the  monster's  description * 

MOVEMENT  shows  the  relative  speed  of  the  creature  com¬ 
pared  to  an  unencumbered  human,  who  has  a  rating  of  12. 
Higher  speeds  may  be  possible  for  short  periods.  Human, 
demihuman,  and  humanoid  movement  rates  are  often  modi¬ 
fied  by  armor  type  (unarmored  rates  are  given  in  parentheses). 
Movement  through  common  media  are  abbreviated  as  follows: 


El 

Flying 

Sw 

Swimming 

Br 

Burrowing 

Wb 

Moving  in  a  web 

3 


How  to  Use  This  Book 


Flying  creatures  also  have  a  maneuverability  class  of  A  to  E, 
which  is  indicated  in  parentheses*  Complete  information  on 
maneuverability  classes  and  their  use  can  be  found  in  the  aer¬ 
ial  combat  rules  in  the  DMG. 

HIT  DICE  indicates  the  number  of  dice  rolled  to  generate  the 
creature's  hit  points.  Unless  otherwise  stated.  Hit  Dice  are 
S-sided.  The  Hit  Dice  are  roiled  and  the  numbers  shown  are 
added  to  determine  the  monster's  hit  points. 

Some  monsters  will  have  additional  points  added  to  the 
total  rolled  on  the  Hit  Dice.  Thus,  a  creature  with  a  rating  of  4 
+  4  has  between  8  and  36  hit  points.  Monsters  with  a  bonus  of 
+3  or  more  added  to  their  rolled  hit  points  are  considered  to 
have  an  extra  Hit  Die  for  the  purposes  of  attack  rolls  and  sav¬ 
ing  throws.  Thus,  a  creature  with  4  +  4  HD  attacks  and  saves 
as  if  it  had  5  Hit  Dice. 

In  rare  cases,  a  monster  will  have  a  hit  point  spread  without 
a  Hit  Dice  rating.  In  order  to  determine  the  number  of  Hit  Dice 
that  such  creatures  have  for  attacks  and  saving  throws,  divide 
the  listed  hit  points  by  4.  Round  the  Hit  Die  rating  up  with 
remainders  of  0.5  or  greater,  and  drop  ah  other  fractions. 

THACO  is  the  base  roil  that  the  monster  needs  to  hit  an  enemy 
with  an  Armor  Class  of  0.  This  is  a  function  of  Hit  Dice,  as 
described  in  the  Combat  section  of  the  DMG*  Modifiers  to  the 
creature's  attack  roll  will  be  presented  in  the  Combat  section 
of  the  entry,  but  the  listed  THACO  does  not  include  any  special 
bonuses. 

NO.  OF  ATTACKS  indicates  the  number  of  times  that  the 
monster  can  attack  in  a  single  round.  Multiple  attacks  can 
indicate  several  attacking  arms,  raking  paws,  multiple  heads, 
etc  In  some  cases  this  does  not  include  spedai  attacks  listed  in 
the  Combat  section,  but  the  text  will  make  that  clear  This 
number  may  be  modified  by  hits  that  sever  members,  by  haste 
and  slow  spells,  and  so  forth. 

DAMAGE/ATTACK  shows  the  severity  of  a  given  attack  and 
is  expressed  as  a  number  and  type  of  dice,  which  are  rolled  to 
determine  the  total  number  of  hit  points  lost  by  the  target  of 
the  attack.  If  the  monster  uses  weapons,  the  damage  listed  is 
for  ite  favored  weapon.  Damage  bonuses  due  to  high  strength, 
special  abilities,  and  the  like  are  listed  in  the  Combat  section 
of  the  enhy. 

SPECIAL  ATTACKS  details  any  unusual  attack  modes  pos¬ 
sessed  by  the  creature  such  as  a  breath  weapon,  spell  use,  poi¬ 
son,  and  the  like.  These  are  fully  explained  in  the  monster 
description* 


SIZE  is  an  indication  of  the  overall  dimensions  of  the  creature. 
In  the  case  of  humanoids,  it  indicates  the  height  of  the  mon¬ 
ster.  For  other  creatures  (snakes  and  dragons,  for  example),  it 
refers  to  the  monster's  length.  Other  measurements  are  possi¬ 
ble  and  will  be  explained  in  the  text. 


T  =  tiny 
S  =  small 
M  =  man-sized 
L  =  large 
H  =  huge 
G  =  gargantuan 


under  2  feet  tall 
2  to  4  feet  tall 
4  to  7  feet  tall 
7  to  12  feet  tali 
12  to  25  feet  tall 
over  25  feet  tall 


MORALE  is  a  general  rating  of  how  likely  the  monster  is  to 
persevere  in  the  face  of  adversity  or  armed  opposition.  This 
guideline  may  be  adjusted  for  individual  circumstances* 
Morale  ratings  correspond  to  the  following  range: 


2-4 

Unreliable 

5-7 

Unsteady 

8-10 

Average 

11-12 

Steady 

13-14 

Elite 

15-16 

Champion 

17-18 

Fanatic 

19-20 

Fearless 

XP  VALUE  is  the  number  of  experience  points  awarded  for 
defeating  (not  necessarily  killing)  the  monster.  This  value  is  a 
guideline  that  may  be  modified  by  the  DM  for  the  degree  of 
challenge,  encounter  situation,  and  overall  campaign  balance. 

PSIONICS  gives  a  complete  breakdown  of  the  creature's 
innate  psionic  abilities,  including  sciences  or  devotions  known 
and  PSPs  available.  A  thorough  understanding  of  this  section 
requires  familiarity  with  the  Complete  Psionics  Handbook.  This 
entry  is  included  only  for  those  creatures  that  have  psionic 
powers. 

Combat  provides  all  of  the  information  that  a  DM  will  need  to 
resolve  a  battle  with  the  monster*  Among  other  things,  it 
details  spedai  combat  abilities,  arms  or  armor,  and  unusual 
tactics  employed  by  the  creature. 

Habitat/Society  outlines  the  monster's  general  behavior, 
nature,  social  structure,  guardian  minions,  and  goals.  Whereas 
the  previous  section  provided  information  needed  for  resolv¬ 
ing  skirmishes  involving  the  creature,  this  entry  provides 
information  useful  for  role-playing  encounters. 


SPECIAL  DEFENSES  provides  information  detailing  any 
unusual  resistances  to  harm  that  the  monster  might  have. 
These  commonly  include  an  immunity  to  certain  forms  of 
attack  or  an  invulnerability  to  nonmagicaJ  weapons,  among 
other  possibilities.  These  are  fully  detailed  in  the  monster 
description. 


Ecology  describes  how  the  monster  fits  into  the  campaign 
world  (including  common  enemies  or  prey),  gives  useful 
products  or  byproducts  of  the  creature,  and  presents  other 
miscellaneous  information.  This  information  can  help  the 
Dungeon  Master  decide  exactly  when  and  where  to  introduce 
the  monster  into  his  or  her  campaign. 


MAGIC  RESISTANCE  is  the  percentage  chance  that  magic 
cast  upon  the  creature  will  fail  to  affect  it,  even  if  other  crea¬ 
tures  nearby  are  affected.  If  the  spell  penetrates  this  resistance, 
the  creature  is  still  entitled  to  any  saving  throws  normally 
allowed. 


Close  Variations  of  a  monster  are  given  in  a  special  section 
after  the  main  monster  entry.  For  example,  the  arch -shadow 
entry  also  includes  a  brief  discussion  of  the  demi-shade,  a 
closely  related  creature. 


4 


Calculating  Experience  Points 


As  of  this  writing,  it  has  been  about  six  years  since  the  final 
touches  were  put  into  the  Second  Edition  of  the  Adi/awced 
Dltng£Ojvs  &  Dragon*?®  rules.  In  that  time,  a  number  of  major 
and  minor  changes  have  been  introduced  to  the  game  system. 
One  of  the  more  important  revisions  is  a  change  to  the  formula 
used  to  calculate  experience-point  rewards  for  defeating  the 
various  monsters  encountered  during  an  adventure.  This  revi¬ 
sion  was  introduced  in  the  MONSTROUS  Manual  hardbound 
and  has  become  the  new  standard  for  the  calculation  of  experi¬ 
ence  points, 

The  experience  point  values  for  the  monsters  in  this 
Monstrous  Compendium*  appendix  have  ail  been  calculated 
using  the  new,  revised  rules.  The  table  to  the  right  updating 
the  one  printed  in  the  AD&DK  2nd  Edition  Dungton  Master 
Guide,  b  provided  in  order  to  make  the  DM's  task  easier  when 
designing  his  or  her  own  monsters, 

Itks  worth  noting  that  in  some  cases  the  DM  will  want  to 
deviate  from  the  values  given  here.  Some  monsters  are  so 
powerful  that  the  experience  point  rewards  generated  with 
these  tables  will  be  far  less  than  a  party  might  deserve.  A  good 
example  of  such  a  creature  is  one  of  the  denizens  of  the  Abyss, 
described  in  the  Planescape  “  campaign  setting,  or  any  of  the 
various  darklords  of  the  Ravenloft*  campaign  setting, 


What  has  changed? 


None  of  these  changes  affects  the  general  way  in  which  experi¬ 
ence  points  are  calculated.  A  DM  still  begins  by  noting  the 
number  of  Hit  Dice  that  a  monster  has  (Table  31)  and  then 
applying  some  modifiers,  based  on  the  general  powers  and 
abilities  of  that  creature.  Only  the  modifiers  (Table  32)  have 
changed,  although  both  tables  have  been  printed  here  for  easy 
reference. 

Two  new  entries  for  psionic  abilities  have  been  added  to  the 
table.  Thus,  the  possibility  that  a  monster  might  have  psionic 
disciplines  (see  The  Complete  Psionics  Handbook)  available  to  it 
has  now  been  taken  into  account.  Dungeon  Masters  who  are 
not  using  psionic  powers  in  their  campaigns  can  simply 
ignore  these  additions. 

Both  the  magic  resistance  and  weapon  entries  have  been 
split  into  two  categories,  reflecting  the  great  range  of  possibili¬ 
ties  within  these  classifications. 

The  bonus  normally  awarded 
for  flight  has  been  expanded 
to  include  other  special 
forms  of  movement.  Thus,  a 
monster  like  a  bullette  or  xom, 
which  can  travel  through  the 
earth  at  great  speed,  would 
receive  the  same  adjustment  to 
its  experience  point  value  as  a 
flying  creature. 

Of  course,  exceptions  and 
unusual  cases  will  still  crop  up. 
When  this  happens.  Dungeon  Mas- 
ters  will  simply  have  to  use  a  little 
common  sense  in  the  awarding  of  experience  points. 


Table  31:  Creature  Experience  Point  Values 


HD  or  Level  XP  Value 

Less  than  1-1  7 

1-1  to  1  15 

1+1  to  2  35 

2+1  to  3  65 

3+1  to  4  120 

4+1  to  5  175 

5+1  to  6  270 

6+1  to  7  420 

7+1  to  8  650 

8+1  to  9  975 

9+1  to  10+  1,400 

11  to  12+  2,000 

13  or  higher  2,000  +  1,000  per 

additional  Hit  Die 

Table  32:  Hit  Dice  Value  Modifiers 

Armor  Class  0  or  lower  +1 

Attacks,  multiple  (four  or  more  per  round)  +1 

Blood  drain  +1 

Breath  weapon,  under  20  hp  maximum  damage  +1 

Disease  +1 

Flies  or  has  other  special  movement  power  +1 

Hit  points  greater  than  normal  {over  6  hp/HD)  +1 

Immune  to  a  spell  or  spells  +1 

Immunity  to  or  half-damage  from  any  weapon  type  +1 

Intelligence  High  (13—14)  or  better  +1 

Invisible  at  will  +1 

Magic  resistance  (less  than  50%)  +1 

Magical  item  or  weapon  use  +1 

Magical  or  silver  weapons  to  hit  +1 

Missile  weapons  or  ranged  attack  ability  +1 

Psionic  devotions  +1 

Regeneration  +1 

Spellcasting  (level  2  or  less)  +1 

Unlisted  special  defense  mode  +1 

Unlisted  nonmagical  special  attack  mode  +1 

Attack,  single,  inflicts  20+  points  of  damage  +2 

Attacks,  multiple,  inflicting  30+  points  of  damage  +2 

Breath  weapon,  over  20  hp  maximum  damage  +2 

Fear  or  weakness  caused  +2 

Magic  resistance  (50%  or  better)  +2 

Paralysis  +2 

Poison  +2 

Psionic  sciences  +2 

Spelkasting  (level  3  or  greater)  +2 

Swallows  whole  +2 

Unlisted  special  magical  attack  mode  +2 

Energy  drain  (level  or  ability  draining)  +3 

Petrification  +3 


5 


Aboleth,  Savant 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


NO-  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 

SPECIAL  DEFENSES: 


MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XF  VALUE: 

Spellcaster  9+  level 
Comp.  Master  Glyph  creator 


Subterranean 
Very  rare 

Brood  /  Co  m  m  un  i  ty 
Any  (night) 

Omnivore 

Exceptional  to  Supra -genius 
(15-19) 

Nil  (E  U) 

Lawful  evil 


1 

2 

3,  Sw  IS 
12+12 
7 
4 

Ld6  +  special  (x4) 

Spells,  aboleth  glyphs,  frenzy 
domination,  tentacle  toxin 
Spells,  aboleth  glyphs,  slime, 
mucus  cloud,  detect  invisible 
(75%  chance  within  60  ) 

Nil 

H  (20'  long) 

Champion  (16) 

13,000 

14,000 

15,000 


Savant  aboleth  are  the  great  spellcasters  of  the  aboleth  species. 
Physically  they  resemble  ordinary  aboleth*  However,  the  bony 
ridges  of  a  savant  aboleth  head  are  unusually  prominent  and 
constitute  a  virtual  armoring  of  the  creature's  slightly  over¬ 
sized  cranium,  Its  tentacles  are  very  tough  and  leathery,  with 
calcified  nodules  along  their  surfaces.  Together,  these  help  to 
give  the  savant  aboleth  Us  superior  Armor  Class  rating.  Like 
all  aboleth,  savant  aboleth  are  amphibious. 

Savant  aboleth  can  cast  spells  as  both  priests  and  wizards. 
They  can  attain  12th  level  as  pnests  and  14th  level  as  wizards. 
While  ordinary  aboleth  may  become  priests  of  Juiblex  the  Slime 
Lord  or  of  the  aboleth  Power  known  as  the  Blood  Queen,  savant 
aboleth  primarily  revere  the  Blood  Queen.  As  priests,  savant 
aboleth  can  use  spells  from  any  of  the  following  spheres:  all, 
charm,  divination,  elemental  (air,  earth,  water),  guardian,  law, 
protection,  summoning,  sun  (reversed,  minor  access  only),  and 
weather.  As  wizards,  they  very  rarely  specialize,  though  a  small 
number  take  advantage  of  their  races  natural  affinity  with 
enchantment/ charm  spells  and  effects  to  become  specialist 
Enchanters.  Nonspedalist  savant  aboleth  have  certain  restric¬ 
tions  on  spell  use,  They  cannot  use  any  form  of  fire-based  or  fire- 
affecting  spell.  Furthermore,  they  can  only  employ  necromancy 
spells  with  difficulty  (+2  bonus  to  the  victim's  saving  throws) 
ami  are  limited  to  spells  from  this  school  of  4th  level  or  below. 


IdlOO 

Priest  level 

Wizard  level 

01-03 

ld4 

ld4 

04-10 

ld4+l 

Id4+1 

11-25 

ld6+l 

ld6+l 

26-40 

ld6+2 

ld6+2 

41-60 

ld4+5 

ld4+6 

61-80 

ld4+* 

td6+6 

81-90 

ld4+8 

ld6+8 

91-99 

ld3+9 

ld4+10 

00 

ld2+10 

ld3+ll 

The  Intelligence  score  of  a  savant  aboleth  is  determined  by 
rolling  ld5+14  The  Wisdom  score  of  the  creature  Is  determined 
by  rolling  ld4+14.  To  randomly  determine  the  spellcasting 
power  of  a  savant  aboleth,  roll  IdlOO  twice  and  consult  the  table. 

However,  the  lower  rating  should  always  be  adjusted 
upwards  (if  necessary)  so  that  it  is  no  more  than  three  levels 
lower  than  the  higher  rating.  For  example,  if  the  random  rolls 
create  a  savant  aboleth  as  a  lOth-level  priest  and  5th-level  wiz¬ 
ard,  Increase  the  wizard  rating  to  7th  level. 

Savant  aboleth  are  rare.  Aboleth  are  few  to  begin  with,  and 
no  more  than  2%  or  so  of  these  creatures  possess  the  excep¬ 
tional  mental  gifts  required  to  become  a  savant.  It  may  be  that 
the  savant  aboleth  are  correct  in  their  view  that  the  Blood 
Queen  deliberately  chooses  few  of  her  creatures  to  bless  with 
the  skills  of  the  savant. 

Combat:  Savant  aboleth  are  75%  likely  to  detect  invisible  crea¬ 
tures  or  objects  within  60  feet.  The  savant  aboleth  always 
attempts  to  use  spells  and  its  domituttid#  power  rather  than 
melee.  If  forced  into  melee,  it  fights  in  the  same  way  as  any 
ordinary  aboleth;  a  single  touch  from  a  tentacle  and  a  failed 
saving  throw  vs,  spell  turns  the  victim  s  skin  to  a  dear  mem¬ 
brane  in  only  ld4+l  rounds;  thereafter  he  or  she  must  remain 
immersed  in  cool  water  or  suffer  1  d  1 2  points  of  damage  per 
turn.  Cure  disease  can  stop  the  process;  once  completed  it  can 
be  reversed  by  cure  serious  wound s. 

The  savant  aboleth  is  a  more  formidable  enslaver  than  its 
ordinary  kindred.  Like  them  it  can  make  three  attempts  per  day 
to  enslave  creatures  by  domination,  one  creature  per  attempt,  but 
the  range  of  this  attack  is  30  yards  and  the  target  suffers  a  -2 
penalty  to  the  saving  throw  vs,  spell  to  resist  the  effect.  More¬ 
over,  the  enslavement  is  complete,  and  the  dominated  creature 
will  fight  for  the  savant  aboleth  if  so  commanded.  Any  tele¬ 
pathic  instruction  from  the  savant  aboleth  to  engage  in  a  Course 
of  action  ivhich  is  clearly  suicidal  (and  the  Intelligence  of  the 


6 


Aboleth,  Savant 


victim  has  to  be  taken  into  account  here)  allows  the  victim  a 
fresh  saving  throw  vs,  spell,  without  penalty,  to  free  himself  or 
herself  from  the  domination,  The  enslavement  can  be  undone  by 
a  successful  dispel  magic  (cast  against  a  level  of  spell  use  equal  to 
the  highest  level  rating  for  the  aboleth  in  priest  or  wizard  class), 
remove  curse,  or  by  separating  the  victim  from  the  savant  by  a 
distance  of  one  mile  or  more,  w  hich  permits  a  fresh  saving 
throw  without  penalty  each  full  day  the  separation  is  main¬ 
tained.  Note  that,  because  the  domination  effect  of  the  savant  is 
so  complete,  these  crea  tures  are  likely  to  have  powerful  crea¬ 
tures  accompanying  them  as  bodyguards — savant  aboleth  are 
fully  cognizant  of  their  unpopularity  among  "lesser  races/"  and 
take  suitable  precautions.  Any  aboleth  fighting  to  protect  the 
life  of  a  savant  has  a  morale  of  19  as  long  as  the  savant  survives. 

Underwater,  the  savant  aboleth  has  the  same  mucus  cloud 
protection,  with  the  same  effects,  as  ordinary  aboleth  ( anyone 
within  a  foot  of  the  aboleth  who  fails  a  saving  throw  vs.  ppb 
son  loses  the  ability  to  breathe  air,  suffocating  in  2d6  rounds  if 
he  or  she  tries;  the  cloud  also  bestows  the  ability  to  breathe 
water  for  1  to  3  hours). 

Finally,  the  savant  aboleth  will  go  into  a  frenzy  if  dose  to 
death  (12  hit  points  or  below).  Ln  this  state,  which  automati¬ 
cally  supervenes  at  this  time,  the  savant  cannot  cast  spells  or 
use  any  spell-like  powers.  However,  its  tentacle  attach  cause 
double  damage  (2d6)  and  the  enraged,  despairing  creature 
wiil  even  attempt  a  head-smash  attack  each  round,  ramming 
with  the  bony  protrusions  on  its  forehead.  This  attack  is 
clumsy  H 1  penalty  to  the  attack  roll)  but  can  affect  up  to  two 
M  size  (or  three  S  size)  opponents.  Damage  from  this  head 
smash  is  4d6  hit  points,  and  a  smashed  opponent  must  make  a 
Dexterity  check  or  be  knocked  off  his  or  her  feet  and  stunned 
for  ld3  rounds.  Once  in  a  frenzy,  the  savant  will  not  recover  its 
normal  demeanor  until  it  has  killed  all  opponents  visible  to  it. 

Habitat/ Society:  Savant  aboleth  are  highly  arrogant  creatures. 
Cabals  ot  savant  aboleth  organize  and  run  aboleth  society, 
playing  the  role  of  rulers  and  dominators  from  within  their 
great  cities.  They  rarely  leave  the  city  of  their  dwelling,  send¬ 
ing  ordinary  aboleth  out  to  do  the  dirty  work  of  capturing 
slaves  and  the  task  of  collecting  food  for  the  savants,  while 
they  brood  long  and  deeply  in  their  domains.  Young  savants 
bom  ebewrhere  leave  their  broods  virtually  as  soon  as  they  are 
capable  of  independence,  believing  themselves  to  be  guided 
by  the  Blood  Queen  to  the  great  cities  of  the  aboleth  deep  in 
the  Underdark.  Sometimes ,  older  savants  wrLll  travel  to  a 
brood  to  take  acquisition  of  a  young  aboleth  which  has  latent 
savant  gifts.  This  is  one  of  the  few  occasions  when  savants 
leave  their  cities,  but  leave  they  sometimes  must,  for  savant 
aboleth  are  infertile  and  do  not  produce  young  of  their  own. 

Savant  aboleth  are  always  hungry  for  magical  items  and 
lore.  They  do  not  require  spellbooks  for  their  wizard  spells; 
memorized  spells  are  recalled  automatically  during  periods  of 
rest  and  sleep  and  do  not  need  to  be  relearned  from  any  inde¬ 
pendent  source.  Young  savants  may  spend  days  or  weeks  in 
telepathic  communion  with  their  elders  and  betters,  the  older 
savants  passing  on  their  mastery  of  magical  skills  and  their 
knowledge  of  dark,  arcane  secrets.  Savant  aboleth  are  always 
eager  to  devour  spellcasters  and  magic-using  creatures,  the 
better  to  improve  their  own  understanding  of  magic. 

Savant  aboleth  have  a  complex  symbolic  glyph  system  they 
use  for  all  written  communication.  Those  who  are  of  7th  or 
higher  level  in  either  the  priest  or  w'izard  class  can  create  mag¬ 
ical  glyphs  by  psvchokinetic  force,  one  glyph  per  day.  Casting 
time  is  two  toms  plus  one  turn  per  additional  glyph  element 


(see  below),  so  this  is  not  a  likely  potential  combat  action.  The 
total  number  of  glyph-elements  a  savant  aboleth  can  maintain 
at  any  one  time  equals  its  Intelligence  score. 

Savant  aboleth  glyphs  come  in  four  categories:  simple  glyphs, 
complex  glyphs,  master  glyphs,  and  complex  master  glyphs.  Simple 
glyphs  are  identical  to  glyphs  of  warding.  Complex  glyphs  com¬ 
bine  the  effects  of  two  glyphs  of  warding — fo  r  example,  an  abo¬ 
leth  complex  glyph  might  inflict  cold  damage  and  also  cause 
paralysis.  Master  glyphs  (each  of  which  counts  as  a  three-ele¬ 
ment  glyph  for  the  purposes  of  the  savant  aboleth's  glyph 
limit)  have  unique  effects.  The  following  are  a  few  examples  of 
master  glyphs: 

•  TTjf*  Glyph  of  Lam  Within  30  feet  of  this  glyph,  all  creatures  of 
nonl awful  alignment  are  subject  to  an  adverse  prayer  effect  (-1 
to  all  attack,  damage,  and  saving  throw  rolls). 

•  The  Glyph  of  EnfesblemenL  Within  20  feet  of  this  glyph,  all 
non-aboleth  feel  themselves  weakened  and  debilitated,  suffer¬ 
ing  -3  penalties  to  Strength,  Dexterity,  and  Constitution  until 
leaving  the  area  of  effect  and  for  ld4  rounds  thereafter 

•  The  Glyph  of  Extension.  Any  aboleth  within  20  feet  of  this 
glyph  has  double  the  normal  range  for  its  domination  power. 

•  Glyph  of  the  Slime  Curse.  Within  30  feet  of  this  glyph,  sa  ving 
throws  against  the  transformational  effect  of  an  aboleth’s  ten¬ 
tacle  are  made  at  a  -4  penalty  and  transformation  occurs  in 
but  a  single  round. 

Finally,  great  savant- aboleth  of  exceptional  mastery  (18  or 
higher  Wisdom  and  Intelligence,  10th  level  or  above  as  both 
priests  and  wizards)  can  create  complex  master  glyphs  w'hich 
add  an  extra  element  onto  a  master  glyph  (for  example,  a  glyph 
of  enfeeblement  which  also  does  cold  damage);  these  complex 
master  glyphs  can  even  include  effects  from  different  schools. 
Complex  master  glyphs  still  only  count  as  three  glyphs  for  the 
purpose  of  determining  the  limit  on  the  number  of  glyphs  the 
savant  can  maintain  at  any  one  time,  but  they  require  six  turns 
to  create. 

Aboleth  glyphs  of  all  kinds  can  be  removed  by  a  successful 
dispel  magic  cast  against  the  highest  level  rating  for  the  savant 
aboleth  which  created  them.  Saving  throws  are  permitted 
against  the  effects  of  all  these  glyphs,  but  saving  throws 
against  the  effects  of  a  master  glyph  are  made  with  a  -1  penalty; 
against  complex  master  glyphs  the  penalty  is  —2.  Only  one  sav¬ 
ing  throw  is  permitted  against  the  whole  battery  of  magical 
effects  radia  ted  by  a  complex  glyph  or  a  complex  master  glyph  > 

This  glyphic  skill  is  central  to  the  savant's  position  within 
aboleth  society.  Being  very  lawful,  ordinary  aboleth  acquiesce 
to  the  greater  pow  er  of  the  savants  as  a  matter  of  course,  but 
this  ability  to  defend  and  protect  the  aboleth  city  with  a  bat¬ 
tery  of  complex  glyphs  earns  the  savant  aboleth  the  loyalty  and 
respect  of  ordinary  aboleth. 

Ecology:  Savant  aboleth  are  either  supreme  beings  at  the  top 
of  their  food  chain  or  bloated  parasites  consuming  food  and 
resources  gathered  by  slaves  and  lackeys,  depending  on  one's 
point  of  view.  Their  diet  is  the  same  as  that  of  ordinary  abo¬ 
leth— algae,  fish,  diverse  wrater  plants,  and  the  like — but  they 
have  an  especial  liking  for  the  flesh  of  spellcasters  and  magic- 
using  creatures,  as  noted  above.  Savant  aboleth  have  no  nat¬ 
ural  enemies.  Virtually  all  intelligent  marine  life  knows  well 
enough  to  give  them  an  extremely  wide  berth. 


7 


Addazahr 


CLIM  ATE/TER  R  AIN 

FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Tropical,  subtropical,  and  temper¬ 
ate /Desert,  hills,  plains 
Uncommon 
Swarm 
Day 

Omnivore 
Animal  (1) 

Nil 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACG: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


6-60 

4 

6,  FI  18  (R) 

1  hp 
20 
1 

1  +  disease 
Disease 
Nil 
Nit 

T  (2*  long) 
Unsteady  (6) 
15 


Addazahr,  or  backbiters,  are  small,  slender,  winged  insects 
about  two  inches  in  length.  They  dwell  in  deserts,  plains,  and 
hills.  Their  pale  amber  color  and  extreme  elongation  make 
them  resemble  nothing  so  much  as  a  piece  of  hay  or  straw, 
Addazahr  wings  are  so  fragile  it  is  almost  impossible  to  see 
them  when  the  insects  are  in  flight. 


Combat:  Addazahr  do  not  engage  in  combat  per  se.  They  are 
nonaggressjve,  seeking  only  to  gain  sustenance  in  the  form  of 
blood  from  warm-blooded  creatures. 

Their  bite  causes  only  one  point  of  damage,  but  it  injects  a 
small  amount  of  their  saliva  into  the  bloodstream  of  their  vic¬ 
tims,  This  saliva  works  as  a  disease,  causing  soreness  and 
swelling  of  the  joints  in  humans  and  animals  other  than  beasts 
of  burden  (a  successful  saving  throw  vs,  paralyzation  negates 
this  effect). 

Those  animals  which  are  primarily  used  as  mounts  or  to 
bear  burdens,  *uch  as  camels  and  horses,  are  affected  more 
seriously  though  usually  not  fatally  In  such  cases,  the  saliva 
attacks  the  muscles  of  the  animal's  back,  causing  weakness 
and  severe  pain.  The  animal  so  affected  cannot  carry  burdens 
or  be  induced  to  move  far. 

The  disease  in  either  humans  or  animals  can  be  cured  by  a 
cure  disease  spell.  Otherwise,  those  affected  return  to  normal  in 
approximately  two  weeks.  A  few  of  the  desert  tribes  claim  to 
know  of  a  nonmagical  remedy  which  is  effective  within  three 
days,  but  reports  of  this  are  unsubstantiated.  Caravans  attract 
the  addazahr,  and  their  depredations  can  cause  loss  of  time 
while  camels  recover,  loss  of  money  due  to  late  arrivals  at  mar¬ 
ket,  or  even  loss  of  life  in  cases  where  the  caravan  becomes 
stranded  far  from  a  water  source.  Because  of  their  physical 
forms  and  the  effect  their  bite  produces,  this  bane  of  mer¬ 
chants  is  sometimes  jokingly  referred  to  as  JThe  straw  that 
broke  the  camel's  back." 

Almost  any  sort  of  attack  will  kill  addazahr.  They  are  suscep¬ 
tible  to  both  normal  and  magical  cold  or  fire,  and  any  hit  upon 


them  will  destroy  them.  Water  and  other  liquids  do  them  no 
particular  harm,  unless  they  are  completely  immersed  in  the 
liquid  and  restrained  from  flying  or  crawling  out  of  it,  in  which 
case  they  will  drown  like  any  other  air-breathing  creature. 

Habitat/Society:  Addazahr  move  about  almost  constantly 
seeking  out  food.  They  are  most  commonly  encountered  in 
arid,  seasonal  grasslands  in  deserts.  Though  they  are  omni¬ 
vores,  they  need  to  feed  on  the  blood  of  warm-blooded  crea¬ 
tures  in  order  to  reproduce.  Females  that  have  fed  on  blood 
enter  a  cycle  and  produce  eggs  within  72  hours.  The  eggs 
(which  are  too  small  to  be  easily  seen  by  the  unaided  human 
or  demihuman  eye)  are  laid  in  whatever  terrain  the  insects  are 
currently  passing  through.  They  hatch  in  a  month.  If  there  are 
no  plants  or  animals  nearby  upon  which  the  young  can  feed 
when  they  hatch,  they  die.  Even  if  they  take  in  blood  as  their 
chief  sustenance,  the  young  insects  cannot  reproduce  until 
they  are  three  months  old.  These  are  the  chief  regulating  fac¬ 
tors  of  their  existence,  keeping  the  fast -breeding  insects  within 
reasonable  bounds.  They  can  live  to  be  up  to  a  year  old. 

Addazahr  have  no  permanent  lair  and  hoard  no  treasure. 

Ecology:  Addazahr  are  parasites.  Their  role  is  that  of  a  scav¬ 
enger  and  occasional  accidental  pollinator.  They  can  feed  on 
carrion,  though  they  cannot  use  any  blood  gained  thereby  to 
reproduce,  and  they  often  break  down  small  seed  casings  for 
food.  Their  wings,  though  fragile,  act  as  collectors  of  pollen, 
and  they  may  transport  pollen  from  one  plant  to  another. 

If  their  eggs  can  be  located,  they  can  be  gathered  and  carried 
without  harm  to  them.  When  they  hatch,  they  can  be  kept  in 
glass  or  pottery  jars  so  long  as  they  have  air  and  food. 


3 


Amiq  Rasol 


CLIMATE/TERRAJN; 

FREQUENCY: 

ORGANIZATION: 

activity  cycle: 

DIET: 

INTELLIGENCE: 

TREASURE; 

ALIGNMENT: 


NO.  APPEARING; 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK; 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 

MAGIC  RESISTANCE; 
SIZE: 

MORALE: 

XP  VALUE: 


Sea  coast 
Very  rare 
Solitary 
Any 
Special 

Highly  (13-14) 

Nil  (C) 

Neutral  evil  or  neutral 


1-10 

4 

18,  Sw  9 
9 
11 
3 

Id4/ld4  (daws),  ld6  (bite) 
Energy  drain,  charm 
+2  or  better  weapon 
to  hit,  spell  immunities 
Nil 

M(5'~6'  tall) 

Elite  (14) 

7,000 


Amiq  Rasol,  also  called  deep  men  or  dark  men ,  are  undead  cor¬ 
sairs  who  were  lost  at  sea,  murdered,  or  marooned.  Corsairs 
who  refused  to  acknowledge  or  turned  away  from  the  gods 
may  also  become  amiq  rasol.  They  haunt  the  coasts  or  islands 
nearest  the  site  of  their  deaths  and  prey  upon  those  mortals 
unlucky  enough  to  stumble  across  them.  Though  usually  soli¬ 
tary  (e.g.,  a  single  marooned  corsair),  several  may  be  found 
near  the  spot  where  some  disaster  befell  their  ship. 

The  amiq  rasol  look  like  normal  corsairs  except  that  their 
eyes  have  an  eerie  greenish  glow  in  the  dark  and  their  nails 
and  teeth  are  slightly  elongated.  Their  skin  is  paler  than  it 
ought  to  be,  and  their  dothing  shows  some  signs  of  wear. 
Anyone  seeing  an  amiq  rasol  through  a  gem  of  seeing,  or  while 
using  a  true  seeing  spell  will  see  the  creature's  true  appear¬ 
ance— a  rotting  corpse. 

Combat:  Amiq  rasol  attack  with  claws  and  teeth,  causing  ld4 
points  of  damage  with  each  claw  and  biting  for  ldb,  The  bite 
of  the  amiq  rasol  also  causes  the  victim  to  lose  one  level  of 
experience.  As  with  other  undead  that  use  this  attack  form,  the 
effect  reduces  the  Hit  Dice,  class  bonuses,  and  spell  abilities  of 
the  victim.  A  victim  drained  of  all  levels  dies,  but  does  not 
become  an  amiq  rasol  in  turn.  Such  a  victim  may  be  raised  or 
resurrected  normally 

In  addition  to  their  other  powers,  amiq  rasol  are  able  to  cast 
a  powerful  charm  spell  (save  vs,  spell  at  -2)  which  they  use  to 
entice  mortals  to  them.  They  can  use  this  ability  three  times  a 
day.  A  very  few  of  these  creatures  are  simply  neutral  rather 
than  neutral  evil;  these  often  will  use  their  charm  spells  to  con¬ 
vince  mortals  to  travel  to  the  place  of  their  death,  find  their 
remains,  and  have  the  proper  death  rites  performed  upon 
them  by  a  priest  of  9th  level  or  higher.  If  this  rite  is  performed, 
the  amiq  rasol  is  freed  from  its  undead  existence  and  released 
to  go  on  to  its  afterlife, 

Amiq  rasol  can  be  turned  as  vampires,  except  in  the  actual 
place  of  their  death,  where  they  cannot  be  turned  at  all.  They 


are  immune  to  s/cep,  charm,  hold ,  and  cold-based  spells.  They 
can  be  hit  only  by  +2  or  better  weapons.  Holy  water  inflicts 
2d4  points  of  damage  per  vial,  but  only  against  evil  amiq 
rasol.  A  raise  dead  spell  will  slay  an  amiq  rasol  permanently 
and  a  resurrection  spell  will  restore  the  being  to  life.  If  slain  by 
other  magics  or  by  weapons,  it  reconstitutes  and  forms 
another  body  within  24  hours. 

Habita I/Society:  Amiq  rasol  are  found  only  near  the  site  of 
their  deaths.  They  are  not  tied  to  the  exact  spot,  particularly  if 
they  died  at  sea,  but  are  always  found  on  islands  or  on  the  sea 
coast  near  the  actual  site.  They  feed  off  the  energy  they  drain 
from  mortals,  and  amiq  rasol  that  do  not  feed  for  several  years 
will  fade  away  until  they  become  wraiths.  Though  they  prefer 
the  dark,  amiq  rasol  are  just  as  capable  of  moving  about  and 
attacking  by  day.  They  are  quite  intelligent  and  may  seek  to 
pass  themselves  off  as  living  beings  in  order  to  join  a  party  of 
adventurers  and  assure  themselves  of  continued  feeding. 
Whenever  an  amiq  rasol  travels  more  than  100  miles  from  its 
place  of  death,  however,  it  fades  away  and  returns  to  the  spot 
of  its  demise.  They  are  partly  creatures  of  the  Negative  Mater¬ 
ial  Plane  and  must  therefore  maintain  some  contact  with  it 
through  their  habitat.  They  have  no  true  society.  Even  those 
found  together  seem  almost  entirely  self-absorbed  and  uncon¬ 
cerned  about  their  fellow  undead  spirits. 

Ecology:  Amiq  rasol  retain  some  of  the  some  of  the  equipment 
and  treasure  they  had  when  living,  and  collect  such  from  their 
victims.  One  tale  tells  of  an  amiq  rasol  that  led  a  party  to  a 
cache  of  buried  treasure  in  return  for  their  collecting  its  bones 
and  performing  the  proper  final  rites. 


9 


Arch-Shadow 


Arch-Shadow 

Derm-Shade 

CLIMATE/TERRAIN: 

Any 

Any 

FREQUENCY: 

Very  rare 

Very  Tare 

ORGANIZATION; 

Solitary 

Solitary 

ACTIVITY  CYCLE: 

Any 

Any 

DIET: 

Nil 

Nil 

INTELLIGENCE: 

Supra -genius 

Supra-genius 

(19) 

(20) 

TREASURE: 

Nil  (C) 

NU  (W) 

ALIGNMENT: 

Any  evil 

Any  evil 

As  evil  wizards  and  priests  grow  older  and  see  their  deaths 
before  them,  some  decide  to  take  their  chances  with  becoming 
a  lich.  Most  fail  and  die.  The  unlucky  few  who  survive  the 
process  but  fail  to  achieve  liehdom  become  arch-shadows. 

Arch-shadows  are  undead  that  resemble  ghosts  or  ban¬ 
shees.  They  wander  the  earth:  brutal,  unforgiving,  and  nearly 
maniacal  in  their  quest  to  attain  a  secure  existence.  Although 
usually  disguised,  an  arch-shadow  in  its  natural  form  appears 
as  a  ghastly  silhouette  of  its  original  body.  Piercing  blue- white 
pinpoints  of  light  serve  as  eyes,  its  hair  is  ebony  and  its  finger¬ 
nails  have  turned  blue-black* 

After  gazing  at  an  arch-shadow  in  its  true  form  for  ld4 
rounds,  another  side  of  this  undead  becomes  apparent.  The 
skin  that  covers  its  ghostly  body  becomes  withdrawn  and 
tight,  and  Us  blue  white  eyes  are  tinged  with  crimson.  Its  face 
is  contorted  in  pain  and  agony.  Sages  have  speculated  that  this 
was  its  final  appearance  before  death,  but  only  the  arch-shad¬ 
ows  know  for  sure. 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0; 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 

SPECIAL  DEFENSES: 

MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE; 


1 

6 

9 

84 

12 

i 

Id#*! 

Spell  use 
energy  drain 
4 1  or  better 
weapons  to  hit 
Nil 

M  (h  tall) 
Fearless  (19-20) 
4,500 


1 

1 

9 

11 4 

9 

1 

2d4 

Spell  use, 
energy  drain 
42  or  better 
weapons  to  hit 
Nil 

M  (&'  tall) 
Fanatic  (17—18) 
8,000 


Combat:  An  arch-shadow  usually  fights  to  drain  energy  from 
powerful  creatures  in  order  to  achieve  demi-shade  status.  If  an 
arch-shadow  is  forced  into  a  battle  in  which  it  has  no  chance  of 
furthering  this  goal,  it  feigns  its  own  death  and  awaits  another 
opportunity 

Each  successful  attack  by  an  arch-shadow  causes  Id44l 
points  of  damage  (creatures  immune  to  cold  suffer  only  Id 4 
points  of  damage).  By  force  of  will,  the  arch-shadow  can  also 
choose  to  drain  one  life  energy  level  from  its  target,  but  this 
reveals  its  true  form. 

Arch-shadows  retain  the  spellcasting  abilities  they  had  in 
life;  most  undead  of  this  sort  are  of  18th  level  or  higher  in  cast¬ 
ing  ability  They  can  use  the  same  magical  items  they  wielded 
in  life. 


Arch-shadows  cannot  be  destroyed  by  simple  combat,  pow¬ 
erful  magic,  or  chance.  Their  life  force  is  stored  in  a  receptacle, 
a  magical  item  of  moderate  to  great  power  that  the  arch- 
shadow  carefully  protects.  A  magical  weapon  of  +1  or  greater 
enchantment  is  required  to  strike  the  arch-shadow.  Upon 
being  reduced  to  0  hit  points  the  arch-shadow  simply  dis¬ 
solves,  drawn  back  to  its  receptacle.  It  can  be  permanently 
destroyed  by  destroying  its  receptacle. 

Arch-shadows  are  unaffected  by  natural  sunlight  and  are 
immune  to  steep,  charm ,  hold ,  energy  drain,  enfeeble  merit,  and 
mental  attacks. 

Arch-shadows  are  especially  vulnerable  to  turning,  being 
turned  as  wraiths. 


10 


Arch-Shadow 


Habitat/Soeiety:  Arch-shadows  are  relentless  in  the  pursuit  of 
demi-shade  status.  This  desire  is  immediate  and  overwhelm¬ 
ing,  To  this  end,  they  will  take  any  necessary  action,  and  may 
cooperate  with  adventurers  or  any  other  creatures  who  can 
help  them  accomplish  their  goal. 

Creatures  aiding  an  arch-shadow  should  expect  little  more 
than  the  chance  to  serve  the  demi-shade  once  this  form  has 
been  achieved.  Demi-shades  expect  loyalty  from  their  subjects 
but  hav  e  no  qualms  about  betraying  their  followers  in  pursuit 
of  their  goals. 

Ecology-  There  are  no  recorded  instances  of  a  high-level  priest 
or  wizard  striving  to  become  an  arch-shadow — misfortune 
leads  to  their  existence. 

During  the  process  of  achieving  Lichdom,  the  wizard  or 
priest  creates  a  special  phylactery  in  which  to  store  his  or  her 
life  force.  If  this  item  fails  during  the  process,  there  is  a  tremen¬ 
dous  explosion  and  a  5%  chance  that  the  wizard  or  priest 
becomes  an  arch-shadow  instead  of  being  utterly  destroyed. 
More  often  than  not,  faulty  construction  or  some  slight  error  in 
an  incantation  causes  the  delicate  process  to  break  down. 

Once  the  lich -treat  ion  process  has  failed  and  the  caster  has 
successfully  made  the  crossover  to  arch-shadow  status,  survival 
is  not  guaranteed.  A  system  shock  roll  must  be  made,  with  fail¬ 
ure  indicating  that  the  arch-shadow  is  drawn  into  the  Plane  of 
Negative  Energy  If  the  roll  is  successful,  the  arch-shadow  is 
teleported  to  the  location  of  an  item  of  moderate  to  great  power 
(a  staff  of  curing,  a  +3  or  better  weapon,  a  ring  of  wizardry,  or 
another  item  with  an  experience  point  value  greater  than  1,500), 
into  which  it  can  place  i  ts  life  force*  An  artifact  is  unsuitable,  nor 
can  the  item  be  one  owned  by  the  arch-shadow  or  any  farmer 
henchmen;  no  item  that  was  within  10  miles  at  the  time  of  the 
failed  attempt  to  become  a  lich  is  suitable* 

The  decision  of  which  magicai  item  to  use  is  not  made  by  the 
arch-shadow.  The  arch-shadow  is  teleported  to  a  location 
where  a  suitable  item  exists.  After  infusing  the  item  with  its  life 
force,  the  arch-shadow  has  tremendous  capabilities  regarding 
the  uses  of  that  item*  The  arch-shadow  can  add  additional 
powers  to  the  item,  place  contingency  and  warding  magics 
upon  itr  and  generally  attempt  to  twist  its  magic  for  specific 
purposes.  Adding  additional  powers  to  the  item  may  destroy  it 
and  thus  destroy  the  arch-shadow*  The  chance  of  destroying  an 
item  by  placing  additional  powers  into  it  is  5%  per  spell  level 
of  the  power.  In  order  to  destroy  an  arch-shadow,  the  item 
infused  with  its  life  force  must  be  destroyed.  Once  the  item  is 
destroyed,  the  arch-shadow  loses  2  hit  points  per  day  until  it 
reaches  0  hit  points,  at  which  time  it  permanently  dissipates* 


To  become  a  demi-shade,  the  arch-shadow  must  drain  life 
energy  from  creatures  that  have  touched  its  receptacle  within 
the  last  24  hours.  It  usually  takes  eight  life  levels  gathered 
ivithin  two  hours  for  the  change  to  occur,  but  an  arch-shadow 
can  gamble  in  order  to  gain  more  Hit  Dice  in  the  process  of 
transforming*  It  typically  accomplishes  this  by  draining  high 
level  characters  or  powerful  creatures*  For  each  additional 
level  over  eight  that  the  arch  shadow  drains,  one  extra  Hit  Die 
is  gained.  If  the  draining  takes  place  in  a  particularly  unhal¬ 
lowed  place,  the  arch-shadow  gains  an  additional  Hit  Die.  The 
arch-shadow  cannot  exceed  a  total  of  30  Hit  Dice, 

Demi-Shade 

This  is  the  mature  form  of  the  arch-shadow,  After  draining 
enough  life  energy  to  emerge  in  its  new  form,  the  demi-shade 
typically  disappears  from  the  face  of  the  world  for  a  time  as  it 
determines  its  next  course  of  action  Since  it  still  retains  its  link 
to  the  magical  item  that  carries  its  life  energy  the  demi-shade 
normally  brings  the  item  with  it  for  safekeeping*  TTie  desire  to 
be  free  of  the  limitations  of  the  receptacle  and  the  threat  of 
extinction  when  it  is  destroyed  becomes  paramount. 

The  demi-shade  appears  as  a  physical  manifestation  of  its 
previous  body.  Skin  color  changes  to  a  deep  shade  of  gray- 
black,  and  its  eyes  bum  a  fierce  crimson, 

Combat:  The  touch  of  the  demi-shade  inflicts  2d4  points  of 
damage  and  drains  one  level.  Magical  items  that  grant  immu¬ 
nity  to  life  level  loss  (eg.,  scarab  of  protection)  are  25%  likely  to 
fail  against  the  power  of  the  demi-shade* 

A  demi-shade  has  all  of  the  resistances  and  immunities  of 
an  arch-shadow.  Furthermore,  a  demi-shade  can  be  struck 
only  by  magical  weapons  of  +2  or  better  enchantment.  It  is  not 
adversely  affected  by  sunlight  but  tends  to  avoid  it  nonethe¬ 
less.  If  its  receptacle  is  destroyed,  the  demi-shade  loses  4  hp 
per  day  until  it  perishes. 

The  demi-shade  can  be  turned  as  a  lich* 

Habitat/Society:  The  demi-shade  remains  highly  interested  in 
the  affairs  of  the  living.  After  at  least  4d!0  years  of  solitude,  the 
demi-shade  puts  its  plans  to  work.  If  there  is  a  way  to  cause 
widespread  destruction  and  fear  in  pursuit  of  achieving  its 
new  goal,  so  much  the  better.  These  acts  serve  only  to  reinforce 
the  fear  of  the  demi-shade  s  power.  Although  demi-shades  sel¬ 
dom  have  any  desire  to  rule  countries,  they  possess  a  fierce 
determination  to  see  the  world  bum  around  them* 


II 


Automaton,  Scaladar 


CUM  ATE/TERRAIN; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


A^ty  warm  land  or  subterranean 

Very  rare 

Special 

Anv 

Nil 

Non-  (0) 

Any  possible  (guardian) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0: 

NO.  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XF  VALUE: 


1-4 

2 

9 

7+7 

13 

3 

Idl2/ldl2/2d4  + special 
Electrical  sting 
See  below 
35%;  see  below 
H  {12'+  long) 

Special 

5,000 


Scaladar  are  automatons,  scorpion-like  guardian  monsters 
originally  created  by  a  mage  named  Trobriand,  Rumor  has  it 
that  some  of  these  cold,  methodical  killers  are  released  with 
orders  to  simply  destroy  all  living  things  they  encounter — for 
that  is  how  many  of  them  behave. 

Combat:  These  smoothly-moving  metallic  constructs  attack  by 
grabbing  prey  wi th  two  huge  pincer  daws  while  they  also  lash 
out  with  their  sting-equipped  tails.  Thus,  a  scaladar  can  poten¬ 
tially  fight  three  opponents  at  one  time.  The  claws  do  Id  12 
points  of  damage  when  they  close  on  a  victim,  repeating  that 
damage  each  round  thereafter  until  the  victim  breaks  free.  Vic¬ 
tims  mav  try  to  escape  a  claw  once  per  combat  with  a  success¬ 
ful  bend  bars/ lift  gates  roll.  If  the  roll  fails,  they  are  trapped 
until  the  scaladar  drops  them  to  grasp  another  opponent. 
Trapped  beings  are  automatically  struck  by  the  scaladar's 
sting,  no  attack  roll  is  required  for  the  sting  attack.  Trapped 
victims  are  also  used  to  bludgeon  other  beings  or  surround¬ 
ings — the  pincer  does  not  release  the  victim  but  makes  an 
attack  roll;  if  successful,  it  bludgeons  an  opponent  for  ld4 
damage,  which  does  an  already-gripped  victim  an  additional 
ld6  damage. 

A  scaladar's  sting  does  2d4  points  of  physical  damage,  and 
also  delivers  an  electrical  discharge  of  ld12  points  to  any  vic¬ 
tim  it  "stings/'  This  attack  can  be  generated  by  the  scaladar 
only  once  per  turn,  but  its  sting  can  be  augmented  by  electrical 
attacks,  lightning  strikes,  and  by  magic  cast  at  it. 

Scaladar  absorb  all  electrical  attacks  and  all  magic  missiles. 
The  former  are  retained  as  stored  energy;  calculate  the  hit 
points  of  damage  of  the  attack  and  retain  it- — each  point  of 
damage  equals  one  point  of  stored  energy.  The  scaladar's 
stored  energy  is  released  by  the  tail  sting  in  d!2  discharge- 
attacks.  The  scaladar  cannot  release  its  stored  energy  in  a 
"sting"  unless  it  has  12  points  or  more  stored  away. 

Scaladar  can  absorb  magic  missiles .  These  serve  to  heal  hit 
points  of  damage  suffered  by  the  scaladar.  The  magical  energy' 
can  be  used  to  heal  the  scaladar  only  during  the  round  the 
magic  missiles  hit  After  that  time,  the  magical  energy  is  dissi¬ 
pated  and  lost, 

Scaladar  take  only  half  damage  from  fire-and -heat-based 
attacks,  and  half  from  all  edged  or  piercing  weapon  attacks. 


The  "metal  monsters"  are  immune  to  disintegrate,  maze,  crys - 
talbritHe,  and  any  acid-  or  cold-based  spells.  Attempts  to  men- 
tally  influence  a  scaladar  will  always  fail,  making  charm , 
control,  and  illusion  spells  useless;  unless  one  is  the  creator  of 
a  particular  scaladar,  or  another  being  identified  by  the  same 
creator  as  a  legitimate  "controller/'  characters  will  never  com¬ 
mand  scaladars  with  powers  less  than  a  full  wish . 

Scaladar  can  climb  trees  and  rockpiles,  albeit  clumsily,  but 
cannot  swim  or  float.  They  can  temporarily  operate  underwa¬ 
ter  without  impairment;  treat  their  electrical  "stings"  as  30 
foot  radius  fireballs,  doing  the  scaladar  itself  no  harm.  How¬ 
ever,  the  metallic  scorpions  rust  within  ld20  days,  reducing 
them  to  half  movement  rate,  and  la  ter  (another  ld20  days)  into 
total  immobility. 

Habitat/Society:  The  scaladar  form  no  social  groupings;  they 
are  encountered  singly  or  in  groups  as  ordered  and  deployed 
by  their  controllers, 

Scaladar  are  always  aware  of  the  presence  of  others  of  their 
own  kind  within  100  feet.  This  detection  also  applies  to  sens¬ 
ing  their  creator  or  controller.  If  a  scaladar  is  attacked  within 
the  range  of  others,  they  all  immediately  sense  the  threat — and 
may  aid  their  fellow  if  their  current  operational  orders  allow 
it,  In  a  like  manner,  die  controller  of  a  scaladar  can  mentally  or 
verbally  communicate  an  order  to  all  scaladar  within  100  feet. 
A  controller  can  only  mentally  command  scaladar  if  he  has 
one  of  the  rings  ofTwhriami. 

Some  wizards  have  attempted  to  devise  specific  spells  allow¬ 
ing  them  to  control  encountered  scaladar,  while  others  are 
rumored  to  have  attempted  to  make  their  own  scaladar.  If  any 
mages  have  achieved  success,  they  have  so  far  kept  silent.  It  is 
suspected  that  Trobriand  has  created  some  scaladar  to  destroy 
any  "inferior  models"  of  scaladar  made  by  other  wizards. 

Ecology:  Scaladar  eat  nothing,  and  function  as  predators  only 
when  ordered  to  do  so.  Most  serve  as  guardians  of  their  con¬ 
troller's  keep,  programmed  with  a  specific  range  and  specific 


12 


Automaton,  Scaladar 


objectives,  such  as  "Keep  this  area  around  my  lower  free  of 
any  creatures  larger  than  one  foot  tall."  The  scaladar  pursue 
their  orders  without  question  and  kill  without  compunction,  if 
so  ordered.  As  cold,  bloodless,  nigh-mindless  killers,  they  are 
enemies  of  all  living  creatures. 

Most  scaladar  are  under  orders  to  seize  and  swallow  intact 
any  magical  items  that  they'  detect  save  those  directly  wielded 
by  their  controller;  in  this  role,  they  constantly  attempt  to 
remove  objects  bearing  dweomers  from  open  use  in  their 
vicinity  A  scaladar's  orders  are  usually  structured  for  primary 
and  secondary  goals — the  collection  of  magical  items  is  often 
its  primary  goal,  though  it  often  has  to  use  force  to  achieve 
that  goal. 

Scaladar  are  created  by  a  complex,  exacting,  jointly  mechan¬ 
ical  and  magical  process,  so  far  solely  practiced  by  their  inven¬ 
tor,  the  archmage  Trobriand.  Sages  believe  that  similar 
creatures  were  once  in  use  in  Myth  Drannor.  Netheril,  and 
other  magic-proud  realms  of  long  ago — and  that  a  few  of  these 
may  yet  survive  in  long-sealed  tombs  and  lost  treasure-vaults. 
Other  sages,  those  versed  with  speiljamming,  argue  that  the 


Enhanced  Scaladar  (Squch) 

The  enhanced  scaladar,  of  which  the  only  known 
example  calls  itself  Squch,  is  an  automaton  espe¬ 
cially  created  by  Trobriand.  Squch  is  physically 
identical  to  a  normal  scaladar,  aside  from  its  intelli¬ 
gence  (16},  magic  resistance,  independent  will  (neu¬ 
tral  evil  alignment),  and  a  magical  voicebox  that 
allows  it  to  speak  common  and  drow. 

Combat:  Squch  attacks  like  other  scaladar.  More¬ 
over,  the  enhanced  scaladar  holds  the  victim  in  its 
vise-like  grip  and  bludgeons  other  enemies  with 
that  unfortunate,  dealing  ld4  points  of  damage  to 
the  bludgeoned  foe,  and  an  additional  ld6  points  of 
damage  to  the  tightly-held  victim/weapon. 

Like  its  less-intelligent  cousins,  Squch  can  absorb 
all  magic  missiles  and  all  electrical  attacks,  and  these 
have  the  normal  effects.  In  addition,  Squch  has  a 
magic  resistance  of  50%. 

Like  ail  of  Trobriand's  constructs,  Squch  is 
immune  to  disintegrate,  maze,  aystalbriUle,  and  any 
acid-  or  cold-based  spells.  It  takes  only  half  damage 
from  fire-  and  heat-based  attacks,  and  half  damage 
from  any  attacks  with  edged  or  piercing  weapons. 
All  attempts  to  mentally  control  Squch  will  fail 
unless  they  specifically  use  Tfobriand's  Master  Ring. 

Habitat/Society:  The  enhanced  scaladar  has  a  more 
advanced  artificial  intelligence,  allowing  it  to 
directly  control  its  fellow  constructs.  Its  primary 
magical  "programming"  instills  in  it  a  directive  for 
control.  It  does  realize,  however,  that  it  and  the 
Other  metal  monsters  of  it  kind  are  unquestioningly 


scaladar  are  a  larger  derivation  of  the  dreaded  mechanized 
clockwork  horrors.  This  theory  is  supported  by  Trobriand's 
duplicate  copper  horror  in  his  laboratory. 

Rings  of  Trobriand 

These  magical  rings  are  the  creation  of  Trobriand,  an 
apprentice  of  Halaster  and  creator  of  the  metallic  scaladar.  The 
rings  allow  mental  contact  and  command  of  any  scaladar 
within  1 00  feet.  The  rings  of  Trobriand  also  protect  the  wearer 
from  attack  by  any  scaladar,  regardless  of  its  orders;  the  ring 
will  cause  the  scaladar  to  shut  itself  off  for  ldl2  turns  immedi¬ 
ately  upon  contact  with  the  wearer.  The  only  exceptions  to  this 
effect  are  scaladar  under  the  command  of  Trobriand's  Master 
Ring  of  the  Scaladar.  Trobriand's  ring  can  override  any  scal¬ 
adar's  orders  and  issue  new  commands  from  a  distance  of  500 
feet.  The  Master  Ring  temporarily  locks  out  all  other  orders  as 
the  scaladar  pursues  the  objectives  given  by  Trobriand  and 
cancels  the  shut-down  effect  of  a  minor  ring.  Trobriand  has 
eliminated  hated  ex-apprentices  as  well  as  rival  mages  by 
attacking  them  with  their  own  scaladar  forces. 


under  the  control  of  the  Master  Ring  (though  Squch 
thinks  it  might  have  ways  around  that,  provided 
enough  magic , . . }. 

Squch  is  intelligent  and  ambitious  and  is  follow¬ 
ing  its  directive  of  control  quite  well.  It  has  delu¬ 
sions  of  grandeur  along  with  its  control  directive, 
and  is  ruthless  and  totally  lacking  in  qualities  such 
as  compassion  or  curiosity.  It  wants  only  one  thing: 
to  further  its  ambitions  and  obey  its  "need"  for  con¬ 
trol.  It  is  driven  by  a  mechanical  logic  and  is  too 
intelligent  to  fall  for  spurious  arguments  or  unsup¬ 
ported  threats.  Unlike  others  of  its  kind,  Squch  does 
not  kill  blindly  and  automatically;  each  opponent  is 
evaluated  in  terms  of  what  Squch  might  gain  from 
him  or  her. 

Squch  moves  smoothly  on  level  ground,  but  can 
climb  rockpiles  in  a  clumsy  fashion.  It  knows  that  it 
cannot  swim  or  float,  and  that  its  metallic  body 
would  eventually  rust  if  exposed  to  water  for 
extended  periods  of  time,  and  so  it  remains  on  dry 
ground  at  all  times. 

Ecology:  Squch  eats  nothing,  and  requires  no  fuel. 
Trobriand  knows  of  its  ambitions,  but  only  finds 
them  "amusing  from  an  anthropological  point  of 
view."  He  also  knows  that  the  construct  will  obey 
him  without  question,  due  to  his  Master  Ring.  With 
matters  at  an  apparent  impasse,  Trobriand  continues 
to  observe  Squch  and  its  fellows  with  much  amuse¬ 
ment  and  interest.  Squch,  on  the  other  hand,  works 
incessantly  to  gain  control  of  itself  (it  wants  to  find 
magic  that  allows  it  to  defy  Trobriand's  control). 


13 


Automaton,  Triobrand's 


CLIMATETTERRAIN: 

FREQUENCY: 

ORGANIZATION: 

ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Ferragam 

Subterranean 

Very  rare 

Special 

Any 

Nil 

Semi-  (2-3) 

Incidental 

Neutral 

Silversann 

Subterranean 

Very  rare 

Special 

Anv 

Nil 

Very 

Special 

Neutral 

Thanatar 

Subterranean 
Very  rare 

Special 

Any 

Nil 

Non-  (0) 
Incidental 

Neutral 

NO.  APPEARING: 

1-6 

1 

2-5 

ARMOR  CLASS: 

4 

4 

0 

MOVEMENT: 

6 

18 

12 

HIT  DICE: 

5 

3 

12 

THACO: 

15 

17 

10 

NO.  OF  ATTACKS: 

2  +  special 

1 

11 

DAMAG  E/ ATTACK: 

Id3/ld4+l 

ld4 

1d20/ld20/ldl2 

SPECIAL  ATTACKS: 

Fire  jet 

Nil 

Gas 

SPECIAL  DEFENSES: 

Immune  to  heat,  hall 
damage  from  edged 
weapons,  immune 
to  mind  control 

Nil 

Special 

MAGIC  RESISTANCE: 

10% 

40% 

25% 

SIZE: 

M  (5#~7J  long) 

S  (2'  long) 

H  (15 'long) 

MORALE: 

Fanatic  (IS) 

Fearless  (19) 

Champion  (15) 

XP  VALUE: 

1,400 

640 

9,000 

(4 


Automaton,  Triobrand's 


Ln  aspiring  tn  make  reliable  and  powerful  artificial  guardians, 
the  mage  Trobriand  created  a  number  of  different  prototypes 
and  models  over  a  number  of  years,  all  of  which  he  aban¬ 
doned  with  the  creation  of  his  scaladar  (see  Scaladar).  "Tro¬ 
briand  s  automatons"  genetically  refers  to  the  multitude  of 
mechanical  creatures  originally  designed  and  created  by  the 
mage,  but  discarded.  Three  major  types  of  Trobriand  s  automa¬ 
tons  are  currently  functional:  thffferragan,  a  workhorse  and 
mechanic  for  other  automatons;  the  silversann,  the  "brains"  of 
the  automatons  and  ersatz  wizard;  and  the  t fmmtar,  quite  liter¬ 
ally  the  w  ar  machine.  These  three  are  the  primary  creatures 
currently  in  use.  Triobrand  created  other  automatons,  but 
these  tend  to  be  little  more  than  randomly  constructed  mobile 
scrap  heaps  used  by  others  for  spare  parts* 

Ferragan 

Ferragans  appear  to  be  large,  crablike  creatures  with  six  legs 
and  two  manipulative  appendages.  One  of  the  appendages  is 
a  grasping  arm  with  three  large,  strong  fingers  that  look  like  a 
crab  s  daws.  The  other  is  a  shaping  arm  similar  to  a  large  ham* 
mer  or  mallet  with  a  large,  rounded  head  for  pounding.  The 
small,  flat  head  of  this  creature  contains  three  eyes  set  forward 
in  a  triangular  pattern,  and  a  thin  nozzle  where  the  mouth 
would  be  on  a  living  creature, 

Ferragans  are  workhorses,  their  job  being  to  repair  other 
metal  creatures  and  to  make  simple  spare  parts  for  them.  They 
also  seek  out  and  store  any  and  all  raw  materials  that  can  be 
used  for  automaton  assembly,  VVhen  they  find  a  source  of 
metal  (raw  ore,  a  sword,  or  a  suit  of  plate  armor,  for  example), 
they  attempt  to  collect  it  and  bring  it  home  for  sorting  and 
storage.  They  are  intelligent  enough  to  follow  simple  direc¬ 
tions  and  to  leam  that  certain  creatures  or  objects  are  not  raw 
materials. 

Combat  These  constructs  attack  by  grabbing  victims  with  the 
pincer  arm  (for  Id3  points  of  damage)  and  battering  them 
w  ith  the  shaping  arm  (for  ld4+1  points  of  damage).  An  oppo¬ 
nent  can  attempt  a  bend  bars/ lift  gates  roll  every  round  to 
escape  the  pincer  arm.  If  a  target  is  grasped  and  successfully 
held  by  the  pincer,  the  ferragan  attacks  with  a  +2  bonus  with 
the  shaping  arm  in  subsequent  rounds*  Every  other  round,  it 
can  attack  with  a  fire  jet  from  the  nozzle  on  its  head.  This  is  a 
narrow  flame  similar  to  a  cutting  torch,  and  can  be  used  only 
against  held  targets  for  2d6  points  of  damage.  This  can  be  used 
no  more  than  six  times  a  day. 

Due  to  their  function,  all  ferragans  are  immune  to  heat  dam¬ 
age,  Their  metal  construction  results  in  half  damage  from 
edged  or  piercing  weapons.  They  are  immune  to  al!  mind  con¬ 
trolling  attacks  as  they  don't  have  living  minds. 

Habitat/Society:  When  he  originally  created  the  ferragans, 
Trobriand  felt  that  they  could  take  over  the  manufacture  of 
simple  parts  for  him,  freeing  him  to  devote  himself  to  more 
creative  work.  However,  they  w  ere  more  trouble  than  they 
were  worth,  as  they  constantly  took  valuable  metal  objects 
(like  iron  bunds  ofBilarro}  to  use  for  spare  material.  Rather  than 
improve  their  intelligence  and  repeat  an  earlier  failure  with 
the  silversann  (see  below),  Trobriand  banished  all  of  his  ferra¬ 
gans,  both  working  and  broken-down  models. 

Ferragans  are  mechanics.  They  create  spare  parts  for  any 
automatons  that  have  been  damaged  in  accidents  or  battles, 
and  gather  raw  materials.  They  do  not  attack  new-  arrivals  to 
take  metal  from  them,  but  they  defend  themselves  to  the  best 
of  their  abilities  from  persons  who  physically  object  to  having 


their  armor  or  weapons  stolen.  They  stop  fighting  when  they 
get  the  metal  they  seek,  and  scurry  away  to  sort  and  store  it  for 
later  use,  Ferragans  do  obey  tine  silversanns  and  carry  out  any 
commands  to  the  best  of  their  understanding  (admittedly  not 
very  great,  but  they  do  their  best).  They  can  also  send  out 
alarm  signals  to  the  thanatars  for  aid  in  obtaining  metal, 
though  the  thanatars  respond  to  the  ferragans’  signals  only 
50%  of  the  time* 

Ecology;  Ferragans  do  not  eat  or  drink,  though  their  internal 
manufacturing  processes  leave  many  by-products  in  their 
habitats*  Smoke  and  welding  fumes  are  thick  in  the  air  around 
them ,  and  living  creatures  engaging  in  strenuous  activity  (t,e*, 
combat)  around  them  must  roll  Constitution  checks  each 
round  or  suffer  a  penalty  of  -2  on  all  combat  rolls  and  profi¬ 
ciency  checks  until  they  rest  for  l  to  8  rounds.  This  effect 
ceases  after  leaving  the  ferragans'  area.  Like  all  of  of  Tro- 
briand’s  automatons,  ferragans  must  obey  commands  from 
Trobruuhfs  Master  Ring. 

Silversann 

Silversanns  look  Like  mechanical  silver  fish  with  several  fine 
manipulators  attached  to  their  bodies  at  the  base  of  their 
heads,  looking  like  elongated  antennae.  They  are  a  flat  black 
color  rather  than  silver,  and  their  black  armor  does  not  reflect 
light.  While  appearing  delicate,  the  silversann  are  stronger 
than  they  look  and  can  carry  100  to  150  pounds,  or  drag  per¬ 
haps  two  to  three  times  as  much. 

Silversanns  were  invented  by  Trobriand  to  seek  out  magic 
and  machinery,  ascertain  items'  functions,  and  return  useful 
items  to  him.  Despite  their  simple  tasks  and  bodies  suited  for 
said  tasks,  the  silversanns  were  one  of  Trobriands  most  disap¬ 
pointing  failures. 

While  they  possessed  the  intelligence  he  had  hoped  for  and 
the  curiosity  needed  to  seek  out  new  items,  they  also  retained 
quite  a  bit  of  free-will  and  stubbornness  within  their  artificial 
intellects.  This  created  disturbing  tendencies  in  them  to  keep 
objects  they  found  for  study  and  use  rather  than  giving  them 
to  Trobriand  after  discerning  their  function.  They  also  could 
lose  track  of  their  missions  when  something  piqued  their 
wide-ranging  curiosities.  While  several  are  still  in  his  service, 
most  of  the  silversanns  were  discarded  after  failing  to  respond 
to  Trobriand  in  an  appropriate  manner. 

Combat;  Silversanns  are  not  suited  for  combat  and  often  flee 
such  situations  if  given  the  opportunity  to  do  so.  They  seldom 
confront  anyone  not  known  to  them  except  when  supported 
by  thanatar  units.  If  forced  into  combat,  they  strike  with  their 
manipulator-tentacles,  using  them  like  whips  (1-2  points  of 
damage).  They  are  intelligent  enough  to  strike  at  vulnerable 
areas,  such  as  eyes,  and  have  a  20%  chance  with  each  success¬ 
ful  hit  to  blind  an  opponent.  This  is  only  possible  if  their  oppo¬ 
nent's  eyes  are  within  their  limited  reach. 

If  physically  threatened  or  pressured,  the  silvers  an  ns  can 
"mentally*'  command  any  of  Trobriand hs  automatons  within 
100  feet.  This  is  their  primary  form  of  defense,  using  the  fer¬ 
ragans  and  the  thanatars  as  their  enforcers.  Under  their  con¬ 
trol,  any  of  Trobriand  s  automatons  will  sacrifice  itself  to 
protect  the  silversanns.  Any  of  Trobriand’s  automatons  that 
are  somehow  made  to  attack  the  silversanns  will  immedi¬ 
ately  deactivate  for  1-12  rounds  upon  contact  with  their  com¬ 
manding  silversann.  The  only  mechanical  automaton  that  is 
immune  to  their  control  is  Squch,  the  enhanced  scaladar  (see 
Automation,  Scaladar). 


15 


Automaton,  Triobrand's 


Habitat/ Society:  Silversanns  are  solitary  creatures.  They  have 
the  ability  to  detect  magic,  as  befits  their  task  of  finding  and  dis¬ 
cerning  magical  items.  They  can  also  duplicate  the  abilities  of 
a  wand  of  metal  and  mineral  detection r  allowing  them  to  detect 
concentrations  of  metals  and  use  their  intelligence  to  deter¬ 
mine  whether  it  is  useful  for  their  master  or  not.  Both  of  these 
abilities  operate  at  all  times. 

Silversanns  exist  only  for  the  acquisition  of  knowledge  and 
will  go  to  great  lengths  to  investigate  a  new  fact.  Whenever 
two  or  more  silversanns  meet,  they  spend  one  turn  exchang¬ 
ing  any  new  discoveries  they  have  made.  After  this  exchange 
of  information,  they  go  their  separate  ways.  Under  normal  cir¬ 
cumstances,  this  is  the  only  "social"  contact  they  have. 

The  silversanns  rebuild  ferragans  and  thanatars  to  fulfill 
their  impulse  for  investigating  and  fixing  mechanisms.  If  con¬ 
fined  to  an  area,  silversanns  may  become  "frustrated"  at  their 
inability  to  explore  and  turn  to  independent  research  as  a  way 
to  maintain  their  function  of  "seeking  magic,"  Some  may  try 
to  recreate  themselves  with  more  intelligence  in  the  hopes  of 
creating  a  magic-using  silversann.  They  hope  that  a  "wizard" 
machine  can  manipulate  magical  portals,  allowing  them  to 
explore  even  more  freely 

To  this  end,  they  may  well  question  adventurers,  trying  to 
find  out  what  quality  controls  the  ability  to  manipulate  magic. 
They  have  been  unsuccessful  so  far  and  may  resort  to  the  dis¬ 
section  of  magical  items  (and  mages!)  to  see  il  there  Ls  some 
internal  mechanism  or  organ  that  governs  this  ability  They 
hope  that,  if  such  a  thing  is  discovered,  they  can  duplicate  it 
within  their  own  structures* 

Silversanns  have  the  ability'  to  control  other  types  of  Tro- 
briand  s  automatons  similar  to  that  granted  by  a  ring  of  Tro- 
brimtd.  Mechanisms  similar  to  said  rings  are  embedded  within 
their  heads,  though  it  would  take  a  character  with  an  Intelli¬ 
gence  of  18  and  a  full  knowledge  of  clockworks  to  find  one. 
They  are  unique  among  Trobriand  s  creations  in  that  they  can 
sometimes  resist  such  rings  themselves.  This  chance  is  50%  for 
the  normal  rings  and  1 5%  for  Trobriand* $  Master  Ring.  So  far, 
the  only  silversanns  that  have  resisted  the  Master  Ring  have 
been  discarded. 

Ecology:  Silversanns  have  li  ttie  or  no  effect  on  their  immediate 
environment.  They  are  not  inherently  destructive  like 
thanatars  or  ferragans.  and  are  interested  only  in  seeking  new 
knowledge  of  a  mechanical  or  magical  nature.  Any  encoun¬ 
tered  silversann  is  35%  likely  to  be  carrying  a  random  magical 
item  that  it  is  experimenting  with  or  studying  (or  returning  to 
Trobriand).  Silversanns  can  function  in  any  normal  environ¬ 
ment  and  are  small  and  agile  enough  lo  climb  stairs  and  rock 
piles,  as  well  as  being  able  to  function  underwater  for  limited 
periods  of  time. 

Thanatar 

The  thanatar  is  one  of  Trobriand's  attempts  to  improve  a 
mechanical  guardian  called  the  scaladar,  Resembling  a  scal¬ 
adar  in  shape  (a  large  metallic  scorpion),  the  thanatar  is  not 
meant  to  be  used  as  a  security  force,  but  as  a  powerful  weapon 
of  war*  A  thanatar  has  two  huge  front  pincers  and  a  heavy 
bludgeon  on  the  tail  in  place  of  a  stinger.  It  also  has  a  large, 
wide  nozzle  for  emitting  gas  at  the  front  of  its  head  between 
decorative  metal  mandibles. 

Combat:  A  thanatar,  like  a  scaladar,  has  no  intelligence  but  is 
aware  enough  to  carry'  out  fairly  complex  orders  in  combat,  it 
can  also  improvise  if  necessary.  It  attacks  with  the  large  tail 


bludgeon  (Id  12  points  of  damage)  and  two  large  pincers  (ld20 
points  of  crushing  damage  each).  An  opponent  hit  with  a  pin- 
cer  can  try  to  escape  with  a  bend  bars/ lift  gates  roll.  Failure 
means  the  creature  is  subject  to  automatic  damage  each  round 
and  cannot  escape  until  otherwise  freed.  If  both  pincers  hit, 
the  thanatar  can  hold  an  opponent  and  project  a  sleep  gas 
from  the  nozzle  on  its  head  (save  vs.  poison  or  fall  uncon¬ 
scious  for  2-8  hours), 

Thanatars  are  immune  to  nonmagical  edged  weapons,  and 
they  suffer  only  half  damage  from  nonmagical  blunt  and  mag¬ 
ical  edged  weapons.  They  are  immune  to  acid  damage  and 
take  half  damage  from  fire  or  heat  based  attacks.  They  are 
immune  to  mind  controlling  attacks,  being  of  artificial  con¬ 
struction,  and  are  likewise  immune  to  illusions. 

Though  they  have  no  innate  intelligence,  thanatars  are  built 
and  programmed  with  a  basic  knowledge  of  tactics  and  strat¬ 
egy.  They  w  ill  coordinate  their  attacks  to  the  best  effect  and 
will  often  cooperate  to  eliminate  the  most  dangerous  oppo¬ 
nents  before  pursuing  or  attacking  less  powerful  ones,  They 
are  also  cognizant  enough  to  recognize  when  they  are  out¬ 
matched  and  to  retreat  for  new  instructions  from  their  com¬ 
mander,  or  to  regroup  and  attack  under  more  advantageous 
circumstances*  They  are  not  afraid  to  sacrifice  themselves  to 
carry  out  their  orders,  but  Lhey  will  not  destroy  themselves 
foolishly  unless  actively  under  orders  from  Trohriand’s  Master 
Ring. 

Habitat/Society:  Thanatars  form  no  "natural"  social  group¬ 
ings,  being  little  more  than  automated  war  machines,  but  they 
will  naturally  cooperate  when  several  of  them  are  working 
together.  They  do  not  operate  with  any  one  thanatar  in  "com¬ 
mand"  unless  commanded  to  do  so,  but  tend  to  respond  to 
their  orders  with  a  group  mentality,  all  thanatars  within  a 
group  acting  on  one  impulse  and  one  objective,  Thanatars  do 
not  fight  each  other  unless  actively  given  conflicting  orders,, 
like  "Protect  the  mage  at  all  costs!"  and  "Kill  that  mage!"  If 
two  or  more  thanatars  within  a  group  are  given  conflicting 
orders,  they  will  always  see  the  other  thanatars  as  the  greatest 
threat,  and  they  will  attack  each  other  until  only  one  is  left 
functioning. 

tn  some  areas,  thanatars  act  as  the  guards  and  respond  to 
commands  from  silversanns  and  ferragans,  though  their 
responses  to  ferragans  are  limited,  They  are  called  upon  when 
any  other  units  encounter  intruders  that  they  cannot  handle 
alone.  Most  often,  this  entails  confronting  parties  of  adventur¬ 
ers  who  are  reluctant  to  give  up  their  metal  and  magical  items* 
More  rarely  they  are  also  called  upon  to  control  or  subdue 
newly  rejected  experimental  automatons  until  they  can  be 
assimilated  into  the  community. 

Thanatars  are  subject  to  orders  from  the  enhanced  scaladar 
and  the  silversanns,  actively  pursuing  their  tasks  as  assigned, 
except  when  imperative  distress  calls  from  other  units  inter¬ 
rupt  them.  If  they  are  currently  perforating  a  noncombat  task, 
they  are  20%  more  likely  to  respond  to  an  alarm  for  combat 
(boosting  the  response  to  ferragan  alarms  to  70%).  The 
thanatars  are,  of  course,  subject  to  control  by  Trobriand  s  Master 
Ring. 

Ecology:  Since  few  thanatars  have  as  yet  been  let  loose  on  the 
outside  world,  there  is  no  data  available  on  their  effect  on  a 
natural  ecology.  However,  it  is  certain  that  a  large  force  of 
thanatars  on  the  move  could  have  a  devastating  effect  on  their 
surroundings  if  not  ordered  to  restrict  the  damage  to  a  partic¬ 
ular  area. 


16 


Automaton,  Triobrand's 


TrobriancTs  Minor  Automatons 

The**?  are  the  multitude  of  unique  rejects  and  failures  that  Tro- 
brjand  has  discarded,  Unlike  the  other  specialized  types  of 
creations  here,  few  of  these  automatons  were  functional  when 
dumped.  Most  abandoned  automatons  are  scavenged  by  ter¬ 
ra  ga  ns  as  scrap  metal,  though  some  maintain  minimal  mobil¬ 
ity  and  function.  These  creatures  were  then  "fixed"  by  the 
ferragans  (or  by  the  silversanns*  experiments)  and  now  are 
significantly  altered  from  any  one  particular  form. 

These  minor  automatons  have  a  multitude  of  differing 
shapes,  sizes,  and  capabilities.  Given  Tmbnand's  affection  for 
scorpions  and  other  creatures  of  that  type,  that  is  the  primary 
shape  found,  though  it  is  often  altered  and  mixed  (a  metal 
scorpion  with  a  daw  on  its  tail,  a  lobster-tike  automaton  with 
tentacles  instead  of  daws,  etc.).  Despite  the  preponderance  of 
this  phenotype,  Trobriand's  automatons  span  the  range  of  ani- 
malia  and  beyond,  producing  remarkable  metallic  representa¬ 
tions  of  nearly  any  monster  or  animal  known. 

Such  automatons  can  have  a  wide  number  of  variations 
across  a  wide  number  of  characteristics.  When  a  DM  wishes  to 
create  a  new  minor  automaton,  always  keep  in  mind  that  these 
automatons  were  rejected,  abandoned,  or  damaged  and  their 
quirky  construction  should  reflect  that.  The  checklist  given 
can  help  DMs  determine  the  general  physical  characteristics  of 
a  minor  automaton. 

*  SIZE:  1-20  feet  in  overall  length  or  diameter 

*  INTELLIGENCE:  Non-  (0)  to  Semi-  (2-4) 

*  KIT  DICE:  1-8 

*  BODY  TYPE:  Scorpion,  crab,  silverfish,  spider,  lobster; 
any  other  legged  monster  or  animal 

*  APPENDAGES/ LIMBS:  2-8; 

*  FORMS:  pincers,  claws,  hooks,  tentacles,  clubs,  whips, 
blades,  etc. 

*  RESISTANCES:  All  are  immune  to  mental  control  spells 
and  illusions  due  to  their  artificial  construction  (unless 
DMs  wish  to  create  a  new  artificial  sentient).  Standards 
are  *  damage  from  fire,  acid,  edged  weapons,  and  cold. 
Specials  include  magic  missile  or  electrical  absorption  and 
healing  or  magic  resistance  of  5-75%  effectiveness. 

*  DISADVANTAGES:  Double  damage  from  specific  attacks 
(like  add),  limited  sensors  (infra  vis  ion  only,  sonar  only,  mal¬ 
functioning  eyes),  cracked  or  missing  armor,  or  mobility 
problems  (broken  limbs,  rusting,  etc.). 

Automatons  are  usually  assigned  duties  usually  having 
nothing  to  do  with  player  character  interaction  and,  as  such, 
will  only  attack  if  prevented  from  performing  their  function  or 
m  self-defense.  The  primary  automatons  encountered,  other 
than  the  ferragans,  scaladar,  silversanns,  and  thanatars,  are 
miner  automatons,  which  are  all  assigned  the  task  of  drilling 
passageways  for  the  silversanns, 

Habitat/Society:  These  creatures  are  rarely  found  outside  of 
Triobrand's  vicinity;  more  specifically,  they  are  only  found 
within  one  of  Trobriand ’s  workshops  or  in  a  dumping  ground 
for  failed  machines. 


Minor  automatons  are  at  the  bottom  of  the  social  ladder, 
They  are  given  tasks  such  as  hauling  waste  from  ferragan 
working  areas  or  mining  to  expand  the  dwelling  areas  and  to 
search  for  raw  materials.  Digging  causes  a  great  deal  of  wear 
and  tear  on  the  machines  and  this  causes  the  ferragans  to  fre¬ 
quently  have  to  replace  limbs  on  the  minor  automatons.  The 
strain  of  trying  to  operate  with  a  body  that  no  longer  meets  its 
original  specifications  causes  many  a  minor  automaton  to  go 
berserk.  When  this  happens,  the  thanatars  destroy  the  offend¬ 
ing  machine  and  its  components  are  melted  down  bv  the  ter¬ 
ra  gans  and  completely  reworked  in  to  new  parts. 

Silversanns  often  commandeer  the  minor  automatons  for 
their  experiments  into  expanded  intelligence.  As  most  of  the 
internal  mechanisms  for  their  artificial  intelligences  are 
located  in  their  heads,  early  subjects  were  simply  decapitated 
and  their  heads  were  replaced  with  other,  larger  heads.  The 
subjects  of  these  experiments  were  seldom  good  for  anything 
but  spare  parts  after  this.  A  rare  few',  however,  do  survive  the 
experiments  and  show  some  improvements  in  mental  capac¬ 
ity.  The  silversanns  have  not  yet  learned  anything  of  real 
value. 

Automatons  can  be  a  source  of  information  for  adventurers. 
Since  they  usually  have  no  orders  concerning  outsiders,  they 
will  speak  with  them  if  it  does  not  interfere  with  their  jobs. 
Strangely  enough,  the  minor  automatons  tend  to  form  real 
societies  over  time.  They  help  each  other  whenever  doing  so 
does  not  interfere  with  their  individual  tasks  at  hand,  They 
also  exchange  information  on  a  regular  basis  and  know  more 
about  what  is  going  on  with  the  various  parts  of  their  area 
than  do  the  other  units.  This  is  the  only  advantage  they  have 
in  their  struggle  to  avoid  the  scrap  heap. 

Ecology:  Minor  automatons  do  not  eat  and  drink.  They  have 
little  or  no  direct  effect  on  their  environment  other  than  such 
tasks  as  mining.  They  do  remove  raw  materials  from  the  sur¬ 
rounding  stone,  but  not  in  a  random  or  destructive  manner, 

Rings  of  Trobriand 

These  magical  rings  are  the  creation  of  Trobriand,  creator  of 
various  mechanical  monsters,  The  rings  allow  mental  contact 
and  command  of  any  of  Trobriand  s  automatons,  including 
ferragans,  scaladars,  silversanns,  and  thanatars,  within  100 
feet.  The  rings  of  Trobriand  also  protect  the  wearer  from  attacks; 
the  ring  shuts  down  any  automaton  for  Id  12  turns  upon  con¬ 
tact  with  the  wearer 

The  only  exceptions  to  these  effects  are  those  automatons 
under  the  command  of  Trobriand rs  Master  Ring.  Trobriands 
ring  can  override  any  other  ring- wearer's  orders  and  issue 
new  commands  to  automatons  bom  a  distance  of  500  feet.  The 
Master  Ring  temporarily  locks  out  all  other  orders  as  the 
automatons  pursue  the  objectives  given  by  Trobriand  and  also 
cancels  out  the  shut-down  effects  of  the  other  minor  rings.  Tro¬ 
briand  has  eliminated  many  hated  ex -apprentices  and  rivals  in 
this  manner,  lulling  them  into  overconfidence  and  then  attack¬ 
ing  them  with  their  own  automaton  forces. 


17 


Bat,  Sporebat 


C  LI  M  ATE/TER  R  A I N : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  hills  and  plains 

Very  rare 

Clutch 

Night 

Carnivore 

Average  to  Very  (8-12) 

Nil 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO-  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4 

8 

3,  FI  30  m 

8 

13 

3 

2dG  each 

Surprise,  poison  eye-blast 
Alertness,  immune  to  heat  and  fire 
Nil 

M  (3'  long,  S'  wingspan) 

Elite  (14) 

7#000 


This  fungoid  predator,  sometimes  called  a  flying  eye,  is  a  deadly 
opponent  when  airborne,  but  is  nearly  helpless  when  on  the 
ground.  Hie  creature  is  about  3  feet  long,  with  a  wingspan  of  more 
than  double  that.  It  has  three  powerful  daws  and  a  single,  dark  eye 
that  emits  poisonous  blasts.  Its  flesh  is  a  deep  gray  or  flat  black. 

The  thinking  process  of  the  sporebat  is  quite  alien,  nearly 
unfathomable  to  animal  I  deforms.  They  possess  no  language 
that  can  be  understood  by  humanoids,  some  sages  believe  their 
reactions  in  certain  situations  indicate  an  understanding  of  sev¬ 
eral  human,  demi human,  and  humanoid  languages.  In  addition, 
their  hunting  techniques  indicate  a  cold  intelligence. 

Combat:  The  sporebat  is  extremely  stealthy.  It  moves  with  com¬ 
plete  silence,  and  Its  dark  coloration  allows  it  to  blend  into  shad¬ 
ows,  or  to  remain  unnoticed  against  a  night  sky.  The  creature 
remains  at  the  same  temperature  as  its  surroundings,  so  cannot  be 
detected  because  of  a  temperature  difference.  In  addition,  the 
sporebat  hides  and  lies  in  wait  for  victims,  swooping  quickly  to 
attack  when  something  comes  into  view.  All  this  adds  up  to  an 
impressive  -6  to  opponents'  surprise  rolls,  as  well  as  a  -2  penalty 
to  opponents  attack  rolls  in  darkness.  The  sporebat  is  very  alert 
itself  and  gains  a  -s-3  bonus  to  its  surprise  rolls, 

Sporebats  are  tearless  predators  and  might  attack  even  a  large 
and  well-armed  group.  They  often  begin  an  attack  using  their  dev¬ 
astating  eve-blasts.  A  sporebat  can  project  a  poisonous  ray  from  its 
eye,  in  a  cone  51)  yards  long  and  10  yards  wide  at  the  base.  Any 
creature  caught  in  this  area  takes  4d6  points  of  damage,  though  a 
successful  saving  throw  vs.  breath  weapon  reduces  damage  by 
half.  The  eye-biast  must  then  recharge,  a  process  that  requires  1 
round  per  Id6  of  damage;  thus,  if  the  sporebat  recharges  for  2 
rounds,  it  can  unleash  a  blast  that  causes  2d6  damage  (a  saving 
throw  for  half  damage  still  applies).  The  sporebat  usually  w  aits 
until  fully  recharged  before  using  the  eye-blast  again,  unless 
severely  injured.  A  >hnv  poison  spell  doubles  the  amount  of  time 
needed  for  the  creature  to  recharge  its  eye-blast;  a  neutralize  poison 
(which  requires  the  caster  to  touch  the  sporebat)  destroys  any 
stored  potential  for  an  eye-blast,  but  the  creature  begins  recharg¬ 
ing  immediately  thereafter. 

While  the  sporebat  waits  lor  its  eye-blast  to  recharge,  it 
launches  a  series  of  sweeping  attacks,  returning  every  other 
round  from  a  different  direction  to  daw  at  its  opponents.  When 


more  than  one  sporebat  is  present,  they  take  turns  attacking,  so 
that  at  least  one  sporebat  attacks  every  round.  Each  of  the  spore- 
bats  three  vicious  daw  inflicts  2d6  damage  on  a  successful  strike. 

The  sporebat  is  immune  to  heat  and  fire-based  attacks,  as  well 
as  to  the  sporebat  eye-blast. 

After  the  sporebat  has  slain  all  opponents  in  view,  it  settles 
over  its  kills  and  uses  its  claws  to  slice  them  into  very  small 
pieces,  then  eats  the  juicy  remains  with  its  toothy  mouth.  Dur¬ 
ing  breeding  season  (in  the  late  fail),  a  sporebat  might  instead 
plant  spores  in  one  of  its  kills. 

Habitat/Society:  Found  in  places  that  allow  them  space  to  fly, 
sporebats  usually  travel  and  hunt  in  "dutches;1  groups  born 
from  spores  planted  in  the  same  carrion.  They  have  no  society 
that  can  be  understood  by  humans.  All  attempts  at  using  psionk 
methods  or  ESP  spells  to  communicate  with  them  yield  only  a 
series  of  strange  and  disturbing  images,  none  comprehensible. 
Still,  the  creatures  do  seem  to  communicate  with  one  another 
perhaps  telepathicallv,  perhaps  through  the  use  of  spores,  per¬ 
haps  by  some  other  unknown  method, 

Sporebats  seem  to  place  great  value  on  the  companions  in  their 
dutch,  often  seeming  to  become  enraged  when  a  spore-mate  is  slain 

Sporebat  reproduction  requires  that  two  sporebats  release 
spores  over  the  same  recently-killed  animal  flesh  at  the  same 
time.  Several  of  the  spores  unite  in  the  dead  flesh,  and  1  d5 
young  sporebats  grow  within  a  day.  A  young  sporebat  is  about  a 
foot  long,  with  a  3-foot  wingspan;  its  attacks  cause  only  half 
damage.  A  sporebat  grows  to  adulthood  m  six  months  and  can 
live  for  more  than  a  century. 

Ecology:  Sporebats  are  dangerous  predators  that  feed  on  all  types 
of  animals,  including  both  herbivores  and  other  predators.  Carno 
votes  find  tire  taste  of  sporebat  flesh  revolting,  though  some  herbi¬ 
vores  feed  happily  on  dead  sporebats.  The  flesh  of  a  sporebat  is 
considered  a  delicacy  by  some  human  and  humanoid  cultures. 


18 


Beetle,  Dragon 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT 


Desert,  subterranean 

Uncommon 

Nest 

Any 

Carnivore 
Non-  (0) 

Nil  (B) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


2-16 

7 

15 

1 

20 

1 

ld4 

Poison 

Nil 

Nil 

T  (1*  long) 
Unsteady  (5-7) 
65 


Measuring  about  1  foot  long,  dragon  beetles  are  dark  crimson 
in  color  with  black-trimmed  shells.  They  have  three  horns, 
spiked  shells,  and  vicious-looking  stingers. 

Unlike  other  types  o!  beetles,  dragon  beetles  do  not  have 
wings.  They  are  basically  unintelligent,  and  do  not  see  or  hear 
very  well.  They  rely  on  taste  and  touch  to  interact  with  the 
world  around  them. 

Dragon  beetles  seem  to  communicate  among  themselves  by 
touch  and  a  small  variety  of  sounds,  but  they  have  no  capacity 
for  understanding  or  communicating  with  intelligent  crea¬ 
tures,  When  threatened,  they  produce  a  raspy,  hissing  sound. 

Combat:  Dragon  beetles  have  two  attack  forms.  The  primary' 
attack  is  a  bite  that  delivers  ld4  points  of  damage  via  strong 
mandibles.  The  second  attack  is  a  stinger  that  delivers  a  dose 
of  venom  on  a  successful  hit  The  stingers  physical  damage  is 
negligible,  and  the  poison  only  affects  dragons  and  dragon- 
kin  such  as  drakes,  pseudodragons,  and  wy veins.  To  others, 
the  sting  is  only  slightly  more  bothersome  than  a  normal 
insect  bite.  It  hurts  a  little  at  first,  t ben  itches,  but  produces  no 
other  harmful  effects. 

Dragon  beetles  produce  venom  that  doesn't  harm  humans 
or  demihumans,  If  a  dragon  or  dragon-kin  is  hit  by  a  dragon 
beetle's  stinger,  it  must  make  a  saving  throw  vs,  poison.  A  suc¬ 
cessful  save  inflicts  IdlQ  points  of  damage.  A  failed  save 
inflicts  2d  10  points  of  damage  and  marks  the  area  around  the 
insertion  point  with  a  burning  red  scar. 

Lone  dragon  beetles  an?  not  typically  aggressive.  When  con¬ 
fronted,  a  lone  dragon  beetle  generally  flees  unless  there  is  no 
escape  route.  Even  then,  it  will  not  attack.  Instead,  it  lies  per¬ 
fectly  still  and  hisses,  refusing  to  fight  even  i  f  attacks  are 
launched  against  it.  tn  groups  Of  two  or  more,  however, 
dragon  beetles  become  very  aggressive  \nv  creature  that 
comes  within  10  feet  of  a  group  of  beetles  will  be  attacked*  If 
intruders  approach  a  dragon  beetle  nest,  all  beetles  present 
swarm  to  attack,  gaining  a  +1  attack  roll  bonus  and  a  +1  dam¬ 
age  bonus  to  all  successful  bites. 

Habitat/Society:  While  most  other  types  of  beetles  are  not 
social  creatures,  dragon  beetles  live  together  in  groups  called 
nests.  The  nest  Ls  the  most  important  location  for  a  dragon 


beetle,  and  it  will  defend  tine  nest  from  all  intruders.  Nests  of 
up  to  16  beetles  can  be  found  in  underground  ruins,  in 
cramped  caves,  and  even  in  thick  clumps  of  underground  veg¬ 
etation.  At  least  half  of  the  nest  ranges  out  to  hunt  every  day, 
seeking  recently  killed  creatures  or  prey  that  a  group  of  beetles 
can  easily  take  down. 

Nests  are  always  occupied  by  larger,  stronger  dragon  bee¬ 
tles,  A  nest  leader  is  always  3  HD,  with  a  stronger  shell  that 
provides  AC  5.  The  bite  of  a  nesl  leader  causes  ld6  points  of 
damage.  Its  venom  inflicts  2d  12  points  of  damage  on  draconic 
species  (ldl2  if  a  saving  thow  is  successful). 

Ecology:  Dragon  beetles  eat  carrion,  though  they  may  bring 
down  smail  creatures  when  they  attack  in  sufficient  numbers. 
When  enough  meal  is  found  (either  carrion  or  prey),  the  bee¬ 
tles  work  together  to  haul  the  body  back  to  the  nest. 

In  the  nest,  the  body  is  used  not  only  as  a  food  source — a 
man-sized  creature  can  last  for  as  long  as  two  months— but  as 
a  depository  for  eggs.  The  females  lay  their  eggs  in  the  carcass. 
When  the  eggs  hatch  (in  about  one  month's  time),  the  new¬ 
born  beetles  feast  upon  the  remaining  flesh  until  they  are 
strong  enough  to  emerge  and  join  the  rest  of  the  nest,  Adven¬ 
turers  locating  a  dragon  beetle  nest  can  sometimes  find  trea¬ 
sure  on  these  egg-infested  carcasses. 

It  is  possible  to  extract  dragon  beetle  venom  and  coat 
weapons  with  it.  Each  beetle  can  produce  1-4  doses  or  coat¬ 
ings,  and  each  dose  is  good  for  a  single  effect.  On  a  naked 
blade,  the  poison  remains  potent  for  one  day.  In  a  glass  or 
ceramic  container,  the  venom  keeps  for  a  week.  Crude  armor 
and  shields  can  be  fashioned  from  the  chitinous  shells  of 
dragon  beetles,  though  this  is  a  painstaking  process  and 
requires  proper  knowledge  of  crafting  techniques. 


19 


Bi-Nou 


CTIMATE/TERRA1N: 

FREQUENCY: 

ORGANIZATION: 

ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Bi-Nou 

Subterranean 

Rare 

Solitary  or  clan 

Any 

Carnivore 

Very  (11-12) 

Special  (eggs) 

Chaotic  evil 

Rockworm 

Subterranean 

Very  rare 

Solitary 

Any 

Carnivore 

Low  (5-7) 

Special  (eggs) 

Chaotic  evil 

Rocklord 

Subterranean 

Very  rare 

Solitary 

Any 

Carnivore 

Semi-  (2—4) 

Special  (hide) 

Neutral 

NO.  APPEARING: 

l  or  2-8 

lor  2 

L 

ARMOR  CLASS: 

1 

-2 

—4 

MOVEMENT: 

6 

9 

6 

HIT  DICE: 

5+5 

7 

10 

THAC0: 

15 

13 

11 

NO.  OF  ATTACKS 

2 

2 

2 

DAMAGE/ATTACK: 

ld8/ 1d8 

Id J2/ldl2 

3d6/3d6 

SPECIAL  ATTACKS: 

Spells,  squeeze 

Nil 

Nil 

SPECIAL  DEFENSES: 

Immune  to  blinding,  mind- 
affecting  spells,  and  psionics 

Nil 

Nil 

MAGIC  RESISTANCE: 

20% 

20% 

30% 

SIZE: 

M  (5?-7J  tall) 

M  (5'-7r  long) 

L  f8'-15'  long) 

MORALE: 

Elite  (13-14) 

Champion  (15) 

Champion  (15) 

XP  VALUE: 

975 

2,000 

5,000 

Appearing  as  craggy  columns  with  two  short,  jagged  arms 
ending  in  spiky  claws,  bi-nou  look  like  stalagmites.  Their 
shapes  render  them  practically  invisible  in  a  cavern  filled  with 
natural  rocky  outcroppings,  stalactites,  and  stalagmites. 

Common  bi-nou  range  from  five  to  seven  feet  tall  and  weigh 
from  600  to  1,000  pounds.  Their  rocky  skin  varies  in  color  from 
off-white  to  dark  gray  and  they  prefer  to  li  ve  in  underground 
chambers  when?  the  natural  rock  color  mimicks  their  own. 

The  bi-nou  communicate  telepathically  in  their  own  lan¬ 
guage  and  in  d row,  as  they  possess  neither  mouths  nor  vocal 
cords. 

Combat:  Bi*nou  are  70%  likely  to  remain  unnoticed  when 
encountered.  They  do  not  see  or  hear  by  conventional  means, 
and  are  effectively  deaf  and  blind.  However,  they  sense  heat 
and  vibrations,  having  a  form  of  batlike  sonar.  Their  unique 
senses  give  them  a  clear  mental  image  of  the  size  and  shape  of 
opponents  within  80  feet  and  they  can  distinguish  between 
living  and  non-living  matter.  They  ignore  any  penalties  related 
to  blinding  effects  (e.g.,  invisibility,  darkness,  light,  etc,). 

Bi-nou  do  not  work  together  to  attack  their  foes.  They  act 
independently  killing  all  living  creatures  entering  their  cav¬ 
erns.  Despite  their  chaotic  natures,  some  bi-nou  have  learned 
to  hold  their  attacks  until  creatures  move  within  40  feet;  this 
gives  the  monsters  time  to  observe  their  foes, 

Bi-nou  often  attack  first  with  their  innate  spell  abilities.  Each 
of  the  following  spells  is  usable  once  a  day  as  if  cast  by  a  10th- 
level  wizard:  slow,  dig,  stone  shape,  and  wall  of  stone. 

When  foes  are  within  striking  range  of  a  bi-nou,  it  strikes 
with  two  jagged  limbs.  If  both  Umbs  strike  the  same  creature, 
the  bi-nou  snares  the  opponent  and  squeezes  it  against  its 
rock)-  body\  The  creature  suffers  an  additional  IdB  points  of 
damage  per  round  until  it  frees  itself  with  a  successful  bend 
bars /lift  gates  roll,  the  bi-nou  is  killed,  or  it  suffocates. 


Although  bi-nou  have  natural  magic  resistance,  certain 
spells  can  be  deadly  to  them,  Passwail  stuns  them  for  ld4 
rounds  instead  of  having  its  normal  effect,  and  rock  to  mud 
slays  them  instantly  Stone  shape  operates  as  a  heal  spell,  restor¬ 
ing  all  but  1  d4  of  a  bi-nou  s  hit  points. 


20 


Bi-Nou 


A  bi-nou 's  mind  is  different  enough  from  other  creatures'  to 
make  it  immune  to  mind-affecting  spells  and  psionic  attacks, 

HabiUt/Society:  Bi-nou  hate  all  warm-blooded  life— esperi ally 
humans  and  humanoids,  who  hunt  and  steal  their  gem-like 
eggs.  Bi-nou  do  not  hesitate  to  attack  groups  of  humanoids, 
even  if  the  odds  are  against  them.  Only  sick  bi-nou  or  the  very 
young  fail  to  attack  trespassers  in  their  domain.  Sages  believe 
that  when  multiple  bi-nou  are  present,  they  make  contests  of 
the  killings,  though  aH  slain  creatures  are  consumed  as  food.  If 
the  creatures  w  ere  tampering  with  bi-nou  eggs,  there  seems  to 
be  even  a  bit  of  malicious  enjoyment  in  die  kill. 

Bi-nou  are  found  either  individually  or  in  small  family 
groups.  Individuals  tend  to  be  rogue  young  or  outcast  adults. 
Groups  are  ruled  by  the  largest  bi-nou,  and  the  leader's  dan 
follows  orders  without  question  (save  those  pertaining  to 
combat).  The  leader  selects  the  cavern  lair,  determines  which 
of  his  charges  warm  the  eggs,  and  metes  out  punishment  if 
eggs  are  harmed  or  stolen.  Any  bi-nou  clan  will  have  2-8  eggs, 
each  valued  at  100-1,000  gp.  The  eggs  are  hard  and  faceted 
like  gems,  and  are  prized  by  dwarves,  who  have  come  to  rec¬ 
ognize  their  value  and  rarity. 

Bi-nou  prefer  damp,  drafty  caverns,  where  it  is  easier  to 
sense  their  prey  Such  a  cavern  is  likely  to  hold  remnants  of 
weapons  and  armor,  as  the  bi-nou  consume  humans  and  other 
beings  and  animals  by  absorbing  the  fleshy  parts.  The  rock 
creatures  don't  value  these  discarded  "unlife  things,"  though 
they  have  learned  that  other  living  beings — especially  humans 
and  demihumans — are  attracted  to  the  objects.  Bi-nou  have 
been  known  to  use  their  stew  shape  ability  to  put  the  metallic 
leftovers  on  rocky  pedestals  to  attract  the  attention  of  passing 
adventurers, 

Bi-nou  also  have  been  known  to  ally  with  drow — when  the 
number  of  dark  elves  is  sufficient  to  pose  a  serious  threat  to  their 
clan.  The  bi-nou  act  as  sentries  for  drow1  communities  and  out¬ 
posts,  attacking  and  devouring  trespassers,  including  drow  who 
do  not  belong  to  the  community  they  guard.  A  few  bi-nou  even 
act  as  guards  for  the  dark  elves,  moving  through  their  under¬ 
ground  caverns  and  battling  creatures  that  threaten  the  d  row. 

Ecology:  Bi-nou  are  carnivorous,  savoring  the  taste  of  animal, 
human,  and  demihuman  flesh.  They  devour  their  victims  by 
moving  their  forms  over  the  bodies  and  absorbing  all  flesh,  A 
bt-nou’s  treasure  consists  of  unfortunate  adventurers'  gear  and 
the  rock  creatures'  eggs.  Most  equipment  is  worthless,  dam¬ 
aged  when  the  rock  creatures  absorb  their  prey.  However, 
magical  equipment  tends  to  stay  in  reasonable  shape.  Bi-nou 
corpses  are  used  by  certain  dwarven  builders,  especially  duer- 
gar,  as  solid  stone  building  materials, 

Bi-nou  are  hunted  by  dwarves,  particularly  duergar,  who 
have  discovered  the  rock  creatures'  eggs  are  valuable  and  that 
armor  and  weapons  can  be  found  in  some  lairs.  The  eggs  are 
prevented  from  hatching  by  keeping  them  cold  for  many 
hours,  killing  the  young  inside.  This  ensures  the  eggs  retain 
their  gemlike  appearance  and  value.  Bi-nou  eggs  vary  in  size 
and  color,  the  younger  eggs  being  smaller  but  of  brighter  hue, 
while  the  older  eggs  are  larger  but  lose  much  of  their  sheen. 

No  one  knows  exactly  what  the  bi-nou  are  or  how  they 
came  to  be.  Most  sages  believe  bi-nou  are  living  rocks  created 


by  some  dark  experiments  of  the  drow.  Some  swear  the  rock 
creatures  were  spawned  by  the  mage  Halaster  to  act  as 
guardians;  they  say  that  drow,  while  malign,  are  not  known  to 
create  living  things  out  of  such  crude  matter 

Rock  worms 

Closely  related  to  bi-nou,  rockworms  appear  as  stone  snakes 
with  arms.  They  move  along  the  ground  like  reptiles.  Rock- 
worms  are  not  capable  of  upright  stance.  They  travel  like 
ungainly  snakes  along  cavern  floors,  using  their  jagged  arms 
to  help  propel  themselves.  Sages  speculate  that  rockworms  are 
the  predecessors  of  standard  bi-nou,  magically-created  beings 
with  which  their  maker  or  makers  were  not  satisfied.  (This  is 
not  true,  however.  Rockworms  and  bi-nou  were  created  simul¬ 
taneously  from  different  experiments,) 

Rockworms  are  malicious,  seeming  to  hate  all  creatures  that 
walk  rather  than  crawl.  Their  attacking  small  groups  of  stan¬ 
dard  bi-nou  to  vie  for  cavern  territory  or  to  claim  food  killed 
by  Iheir  upright  kin  is  not  unheard  of.  Like  bi-nou,  the  rock¬ 
worms  particularly  hunt  out  humans  and  demihumam  as 
thieves  of  their  eggs. 

Unlike  the  bi-nou,  rockworms  do  not  attempt  to  hide  in 
their  surroundings — they  lumber  to  the  attack  as  soon  as  they 
see  a  potential  meal.  Rockworms  do  not  fear  alerting  their 
prey  to  their  presence.  The  segmented  creatures  know  their 
thick  skin  is  impervious  to  most  attacks  and  believe  they  can 
eventually  overtake  most  quarries. 

Like  standard  bi-nou,  rockworms  lay  valuable  eggs.  How¬ 
ever,  unlike  their  kin,  they  warm  their  own  eggs,  leaving  them 
only  for  short  times  to  catch  nearby  food.  In  this  respect  they 
act  as  parents,  while  bi-nou  in  a  clan  are  assigned  to  egg-warm¬ 
ing  duty  and  never  know  which  young  are  their  own.  Dwarves 
are  more  careful  when  hunting  rockworms.  Although  the  stone 
snakes  are  less  intelligent,  they  can  be  more  deadly 

Rock  Lords 

More  massive  than  rockworms,  the  "lords  of  stone,"  as  many 
call  them,  are  deadly  foes  because  of  the  massive  amount  of 
damage  their  stony  appendages  can  deliver.  Appearing  as  a 
stalagmite  with  larger  limbs  than  a  common  bi-nou,  these 
creatures  can  move  upright  or  slither  across  the  floor.  Their 
thick  hides  make  them  very  difficult  to  injure. 

Some  sages  believe  rocklords  are  simply  very  old  rock¬ 
worms.  They  do  not  lay  eggs  and  they  do  not  associate  with 
others  of  their  kind.  However,  unlike  rockworms,  the  lords  do 
not  battle  over  possession  of  a  cavern. 

The  hides  of  these  great,  craggy  creatures  are  especially 
prized  by  underground  races  who  mount  war  bands  to  destroy 
the  beasts.  The  war  bands  are  careful  how  they  attack  the  lords, 
as  they  do  not  want  to  overly  damage  the  hide.  These  are  used 
to  construct  special  buildings  meant  to  keep  others  out,  These 
rock  lord  hides  are  stronger  and  can  withstand  more  weight 
and  damage  than  those  of  rockworms  or  common  bi-nou. 

It  is  rumored  that  certain  proficient  dwarven  weaponsmiths 
can  create  special  maces  from  the  skins  of  rocklords.  The 
smiths  claim  these  weapons  are  naturally  +1  to  hit  and  +3  to 
damage  because  of  the  density  of  the  weapon  and  the  magical 
properties  of  the  rocklord,  However,  it  takes  three  times  as 
long  to  craft  one  of  these  weapons  as  a  normal  weapon. 


Zl 


Boggle 


CLI MATE/TERRALN : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any,  especially  subterranean 

Very  rare 

Family 

Nighi 

Omnivore 

Low  (5—7) 

Nil  (25%:  M  or  Q) 

Chaotic  neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACCfc 

NO.  OF  ATTACKS: 

D  A  M  A  G  El  ATTACK : 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 

MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XV  VALUE: 


1-3  (2-8) 

5 

9 

4+3 

17 

3 

Ui4/ld4  (claw),  ki4  bite 
Rear  claws 

Fire  resistance,  dimensional  portal, 
resist  weapon  damage,  oil 
Nd 
S(3') 

Unsteady  (7) 

270 


Boggles  are  clever  gibbering  thieves  and  scavengers,  behaving 
much  like  spme  species  of  monkey.  They  are  3-foot -tall  hairless 
humanoids  with  rubbery  hides  that  range  in  color  from  dark 
gray  to  blackish-blue.  They  have  large  bulbous  bald  heads  with 
large  ears;  the  rest  of  their  body  parts  are  disproportionate  and 
vary  from  individual  to  individual,  For  example,  their  noses 
may  be  be  large  and  misshapen,  broad  and  flat,  mere  slits,  and 
so  forth,  Arms,  legs,  hands,  feet,  torso,  and  abodomen  vary 
from  spindly  to  oversized  and  misshapen.  They  can  stretch  and 
compress  their  bodies  to  an  amazing  degree. 

Boggles  have  a  rudimentary  language  of  grunts  and  whis¬ 
tles,  and  can  be  trained  to  understand  others. 

Combat:  Boggles  have  an  exceptional  sense  of  smell  and  can 
detect  invisible  creatures  by  scent.  Boggles  can  spider  climb  at 
will.  A  favorite  tactic  is  to  climb  a  wall  and  leap  on  prey  from 
above  to  bring  their  hind  claws  to  bear.  Unless  acting  as 
guardians  they  tend  to  be  thieves  and  raiders  rather  than  a 
serious  physical  threat.  They  can  attack  with  claws  and  bite.  If 
both  daws  hit  the  boggle  can  rake  with  its  hind  daws  as  well 
(two  attacks  for  ld4  damage  each). 

Boggles  can  stretch  their  limbs  and  bodies  to  twice  their  nor¬ 
mal  length  or  contract  to  half  size.  Their  resilient  hides  reduce 
damage  from  weapon  attacks  by  -1  per  die  of  damage.  They 
naturally  resist  fire,  saving  against  fire-based  attacks  at  +3  and 
suffering  only  half  or  quarter  damage. 

Boggles  can  secrete  a  viscous,  nonflammable  oily  substance 
from  pores  in  their  skin.  Not  only  does  this  make  them  hard  to 
catch,  but  anyone  treading  on  the  oil  (except  those  adapted  to 
slippery  surfaces,  like  boggles)  must  make  a  Dexterity  check 
or  fall  down,  taking  one  round  to  stand  up.  Boggles  will  try  to 
steal  items  from  creatures  who  have  fallen.  They  must  make  a 
successful  attack  against  Armor  Class  5  to  succeed  in  stealing 
small  hems,  with  penalties  of -1  to  -5  for  larger  items. 

The  most  unusual  power  of  a  boggle  is  its  ability  use  any 
complete  frame — such  as  a  hole,  a  door  frame,  grill  work,  a 
pocket,  or  a  bag — as  a  dimensional  portal  They  can  jump,  reach, 
step,  or  poke  their  heads  into  one  frame,  to  appear  from 
another  frame  within  30  yards,  allowing  them  to  grab  or  strike 
from  an  unexpected  direction  if  a  frame  is  available.  Only  bog¬ 


gles  can  use  the  portal,  but  it  might  be  possible  for  enough  of 
them  to  pull  a  man-sized  creature  through, 

Habitat/Society:  Boggles  are  a  cowardly  lot  and  tend  to  be 
whiners  if  threatened  with  violence.  They  have  low  intelli¬ 
gence,  but  the  cleverness  of  monkeys.  They  taunt,  bluster,  and 
scold  with  their  gibbering — from  a  distance.  Boggles  do  not 
value  treasure,  but  they  do  like  bright,  shiny  objects  such  as 
precious  coins,  gems  and  jewelry  as  wrell  as  hits  of  polished 
junk,  and  can  be  tempted  wiLh  food  and  sweets, 

The  social  organization  of  boggles  is  loosely  familial,  A  gen 
of  2-43  adults  and  young  live  in  a  pocket  warren,  which  might 
require  the  boggle  dimensional  portal  ability  to  enter,  Boggle 
kits  tend  to  be  more  roly-poly  than  their  adult  counterparts 
and  roll  and  bounce  about  rather  than  running.  Old  boggles 
are  extremely  rare,  as  they  tend  to  lose  their  sight,  sense  of 
smell,  and  elasticity  as  they  age. 

A  boggle  nest  is  usually  a  pit-marked  cavern,  an  earthen  bur¬ 
row  or  den,  or  a  hide  way  hollowed  in  a  wall  Here,  boggles 
build  daylike  frames  and  cubbies,  using  their  oil  and  the  debris 
of  their  digging  to  form  a  mortar,  like  a  mud  wasps  nest.  Their 
treasures  might  be  found  here  in  some  walled-off  cubby. 

Ecology:  Boggles  scavenge  their  food,  existing  on  organic 
refuse,  insects,  plants  and  lichens,  and  kills  stolen  from  other 
predators.  They  seem  particularly  fund  of  ants,  grubs,  and 
sweets,  and  can  be  enticed  w  ith  a  bit  of  a  bribe.  Boggles  some¬ 
time  herd  beetles,  slugs,  and  lizards  in  their  nests. 

The  boggles’  innate  survival  instinct  combined  with  their 
slipperiness  and  special  abilities  makes  them  difficult  to  cap¬ 
ture.  Other  races,  such  as  goblins,  hobgoblins,  and  ores  have 
been  known  to  use  boggles  as  watchdogs  and  trackers  because 
of  their  sharp  senses.  When  guard  boggles  sense  intruders, 
they  set  up  a  high-pitched  keening  wail.  Goblin  boggle  han¬ 
dlers  use  high  frequency  whistles  and  collars  with  inward 
turned  barbs  to  control  their  boggles. 


22 


CLIMATE/TERRAIN: 
FREQUENCY; 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE; 

TREASURE: 

ALIGNMENT: 


Temperate  rural 

Rare 

Tribal 

Night 

Herbivore 

Average  (8) 

Nil 

Neutral  good 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


2-8 

5(9) 

9 

1-4  h  p 
20 
1 

By  weapon  (Id2  or  1d3) 
Spelts 

Save  as9th-level  priest 
Nil 

Tiny  {2*  tall) 

Average  (8-10) 

120 


Dobies  are  small  humanoids,  similar  in  appearance  to  their 
cousins,  the  brownies  They  live  peaceful,  reclusive  lives.  When 
they  encounter  humans  or  other  civilized  creatures,  dobies  try  to 
be  helpful  neighbors  to  the  "big  folk,"  with  mixed  results. 

Dobies  resemble  small  elves,  with  brown  eyes  and  hair,  and 
work-a-day  dothing  to  match.  Their  features  are  generally  plain: 
they  have  ears  that  are  only  slightly  pointed,  their  faces  are  more 
reminiscent  of  tired  farmers  than  bright-eyed  children.  While  they 
move  with  a  free  gait,  no  one  would  call  them  nimble.  In  fact,  their 
image  is  more  country  bumpkin"  than  "mischievous  faerie." 

While  they  converse  among  themselves  in  the  language  of 
brownies,  all  dobies  know  the  common  tongue,  and  that  of  at  least 
one  other  faerie  creature  (such  as  sprite  or  pixie). 

Combat:  Dobies  are  inoffensive  creatures;  if  threatened  they  pre¬ 
fer  to  walk  or  sneak  away  than  to  fight.  Still,  they  are  very  pro  tec* 
five  of  their  big-folk  neighbors,  and  will  fight  to  defend  them  and 
their  property  against  all  comers. 

The  drab  colors  of  their  tough  dothing  combine  with  their  size 
and  activity  level  to  help  them  hide  in  anv  natural  setting,  giving 
diem  an  effective  AC  of  5  outdoors  or  in  a  building  furnished  in  nat¬ 
ural  materials.  In  strange  environments,  a  dobie  s  Armor  Class  is  9. 

In  combat,  a  dobie  prefers  to  cast  coufu>c  languages  (the  reverse 
of  evmpreltend  languages)  t  grease,  forget,  fumbL*  and  ray  of  enfeeble- 
mettl  (once  per  day  each  at  the  minimum  level  to  cast  each  spell)  to 
confound  and  confuse  opponents.  A  dobie  also  can  use  a  tool, 
such  as  a  hoe  or  hammer,  as  a  makeshift  weapon,  inflicting  l.d2 
points  of  damage  per  hit.  It  they  come  across  a  real  weapon,  such 
as  a  dagger  or  short  word,  their  inexperience  means  that  they  still 
only  inflict  ld3  points  of  damage  w  hen  they  hit. 

Dobies  are  particularly  gullible,  suffering  a  -3  penalty  to  saving 
throws  against  illusions  and  charm  attacks, 

Habitat/S  odety:  Small  families  of  dobies  live  in  crude  cottages 
made  of  twigs  and  thatch  hidden  in  the  thickets  at  the  comers  of  a 
farmer  s  holds  If  there  are  more  than  four  dobies  on  one  farmer's 
property,  they  will  be  split  into  two  or  more  households  at  the  cor¬ 
ners  of  the  fields.  Like  brownies,  they  glean  food  from  the  fields 
after  the  harvest,  but  they  are  far  from  efficient,  and  the  end  result 
won  t  be  the  perfectly  clean  fields  of  their  cousins,  but  something 
more  akin  to  the  natural  habitats  of  birds  and  rodents. 


Brownie,  Dobie 


As  good  creatures,  dobies  feel  obligated  to  pay  for  the  food  they 
glean  and  the  land  they  live  on.  They  offer  payment  in  deed,  such 
as  temporarily  guarding  treasure  or  doing  household  chores.  The 
dobie  won  t  ask  what  sort  of  chores  need  doing;  normally  per¬ 
forming  his  favors  at  night  or  when  there's  nobody  around  to  see 
him,  but  his  labors  seldom  go  unnoticed. 

Unfortunately,  dobies  almost  always  botch  the  favors  they  try 
to  perform.  If  they  milk  the  farmer  s  cows,  they  forgot  to  close  the 
bam  door  afterward,  allowing  the  cows  to  wander  afield.  If  they 
rescue  the  wayward  cows,  they  are  likely  to  break  fences  and 
trample  gardens  as  they  lead  the  cattle  back  to  the  farm  If  their 
"landlord"  knows  that  dobies  are  the  cause  of  the  accidents,  and 
berates  them  about  it,  the  dobies  will  misconstrue  the  criticism  as 
a  complaint  about  the  amount  of  work  done,  and  they  will  redou¬ 
ble  their  efforts  to  make  good  on  their  debt.  While  one  cannot 
fault  their  intentions,  if  it  weren't  for  the  times  that  their  fumbling 
accidentally  benefits  the  dobies  landlord,  one  could  almost  con¬ 
sider  them  a  curse,  instead  of  a  blessing. 

A  dobies  fumbling  becomes  a  blessing  when  thieves,  brigands, 
or  other  hostile  beings  (including  wild  animals)  appear  on  the 
property.  Dobies  are  protective  of  their  adopted  families,  and  will 
try  to  defend  the  goods  and  lives  of  their  landlords  against  attack, 
especially  if  the  farmer  isn't  there  to  defend  it  himself.  The  scene 
after  a  typical  right  with  a  dobie  family  will  be  a  jumbled  mess  of 
broken  furniture,  smashed  crockery,  and  the  like,  bill  at  least  Lhr 
lives  and  major  goods  of  the  farmer  will  have  been  safeguarded. 

Few  dobies  ever  become  "house  dobies,"  actually  living  in  the  big 
folks'  home  and  performing  services  for  them  on  a  daily  basis  Tills  is 
not  because  they  don't  want  to  be  close  to  their  neighbors,  but 
because  the  inadvertent  damage  they  do  is  likely  to  convince  the 
family  they  adopt  that  the  house  is  haunted  by  some  poltergeist,  forc¬ 
ing  them  either  to  take  drastic  measures  to  remove  the  dobie,  or  even 
move  away  On  the  other  hand,  it  is  difficult  to  offend  a  dobie  enough 
to  make  him  leave  "his"  farm;  they  are  as  oblivious  to  insults  as  they 
are  to  the  proper  workings  of  a  big  fnlk  family7  and  farm. 

Ecology:  Dobies  live  on  the  margins  of  civilization.  They  are  strict 
vegetarians,  but  they  are  unable  to  cultivate  land  of  their  own;  it 
must  first  be  plowed  and  seeded  by  "big  folk,"  after  which  they 
do  their  part  to  care  for  the  growing  plants. 


23 


Brownie,  Quickling 


CLIMATE/TERRAIN: 
FREQUENCY; 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT; 


Temperate  forests 

Very  rare 

Clan 

Night 

Omnivore 

High  to  genius  (1 3—18) 

(o,p,ax) 

Chaotic  evil  (neutral) 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 


THACOi 

NO.  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


4-16 

-3 

96 

1  HD  +  ld4  hp  (common;  leaders  3 
ITD;  elders  4  HD) 

19  (common;  leaders /elders  17) 

3 

By  weapon  (S/M  ld3;  L  ld2) 
Spells;  poison  (leaders  only) 
Invisibility;  save  as  PrI9 
Nil 

T (T  tall) 

Elite  ( 13—14) 

Normal:  2,000 
Leaders:  3,000 
Elders:  4,000 


Although  they  wrere  once  much  like  any  other  race  of  brownie, 
quicklings  sought  out  dark  and  dangerous  magical  powers.  It  may 
be  that  they  intended  to  do  gtxxi  with  their  powers  at  one  time,  but 
the  evil  magic  was  too  strong  for  them  and  they  were  corrupted. 

Quicklings  are  small  and  slender  beings,  looking  much  like 
miniature  elves  with  very  sharp,  feral  features.  Their  ears  are 
unusually  large  and  rise  to  points  above  their  heads.  Quick- 
ling  eyes  are  cold  and  cruel  with  a  tiny  spark  of  yellow  light. 
Their  skin  is  a  pale  blue  to  blue-white  and  their  hair  is  often 
silver  or  snowy  white. 

Quicklings  dress  in  fine  clothes  of  bright  colors.  They  are 
fond  of  silver  and  black,  often  selecting  fabrics  and  metals  in 
these  colors.  Quicklings  never  wear  any  form  of  armor  or 
cumbersome  clothes, 

Quicklings  speak  a  tongue  very  similar  to  that  of  brownies 
and  buckawns,  but  they  speak  very  quickly.  To  those  unfamil¬ 
iar  with  it,  their  speech  is  nothing  but  a  meaningless  stream  of 
noise  with  individual  sounds  and  words  passing  so  quickly 
that  no  human  can  follow*  it.  If  quicklings  wish  to  communi¬ 
cate  with  other  beings,  they  must  take  care  to  speak  very 
slowly.  Many  quicklings  can  speak  either  common,  pixie,  or 
halfling,  while  most  of  them  (85%)  can  speak  true  brownie. 

Combat:  Quicklings  are  100%  invisible  when  not  moving:  When 
moving  they  are  90%  invisible.  In  areas  where  they  can  move 
rapidly  from  cover  to  cover,  like  a  forest  or  boulder-strewn  field, 
they  can  use  their  speed  to  make  their  chance  of  invisibility  100%, 

Quicklings  are  far  more  dangerous  in  combat  than  their 
minute  size  wrould  lead  opponents  to  believe.  This  is  due  pri¬ 
marily  to  the  great  speed  at  which  they  travel  and  their 
tremendous  agility.  In  combat,  a  quickling  can  dart  about  so 
rapidly  that  it  attacks  three  times  in  a  single  round.  In  addi¬ 
tion.  they  are  visible  only  as  blurs  when  moving,  giving  them 
an  excellent  Armor  Gass.  Quicklings  required  to  roll  a  saving 
throw  to  avoid  damage  due  to  a  hostile  action  do  so  as  if  they 
were  I9thdevel  priests. 

In  combat,  quicklings  employ  their  sleek,  needle-like  daggers 
to  cause  Id3  points  of  damage  to  man-sized  or  smaller  foes  and 


ld2  to  larger  ones.  Quickling  leaders  are  75%  likely  to  employ 
poisoned  blades  that  cause  unconsciousness  if  the  victim  fails  a 
saving  throw  vs,  poison  (must  be  rolled  after  each  hit). 

Quicklings  have  certain  inherent  magical  powers  they  can 
employ  at  will.  Only  one  power  can  be  active  at  any  given 
time.  Once  per  day  they  may  invoke  the  following  powers; 
ventriloquism,  forget,  Icrntate,  shatter ,  dig,  and  fire  charm, 

Habitat/Society:  When  the  ancestors  of  the  quicklings  began 
to  experiment  with  the  dark  forces  that  eventually  corrupted 
them,  they  had  no  idea  what  the  effects  would  be.  Where  once 
they  were  a  gentle  race  of  woodland  beings,  quicklings  are 
now  savage  hunters  and  cruel  killers.  They  regard  all  other 
humanoids  as  enemies  to  be  hunted  down  and  killed. 

Quicklings  live  in  extended  family  units  in  the  same  way  as 
buckawns.  Each  group  of  quicklings  is  led  by  an  individual  of 
3  Hit  Dice.  Clans  with  more  than  ten  members  have  two  such 
leaders,  as  well  as  an  elder  with  4  Hit  Dice. 

Quicklings  dwell  in  places  that  are  dark  and  evil,  Adventur¬ 
ers  have  reported  encountering  them  in  groves  of  twisted  and 
wicked-looking  trees,  near  poisoned  or  cursed  springs,  and  in 
overgrown  areas  once  ruled  by  powerful  chaotic  beings. 

As  a  rule,  quicklings  avoid  contact  with  the  outside  world 
except  when  it  promotes  their  own  evil  ends,  in  some  cases, 
they  have  been  known  to  deal  with  other  evil  races  of  magical 
nature  (like  imps  and  quasi  ts)  or  powerful  evil  wizards  and 
priests.  On  these  occasions,  the  combination  of  such  forces  is  a 
great  danger  to  all  good  beings  in  the  area. 

Ecology:  Because  of  their  greatly  accelerated  metabolism, 
quicklings  are  the  shortest  lived  of  any  sylvan  race,  They 
mature  less  than  a  year  after  birth  and  are  fully  adult  by  the 
age  of  two.  Old  age  sets  in  at  ten  years  and  they  often  die 
before  they  turn  12.  No  known  quickling  has  ever  lived 
beyond  15  without  the  aid  of  powerful  magic. 


24 


Cat,  Great — Cath  Shee 


CLIMATE/TERRAIN : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Forests 

Rare 

Solitary 

Any 

Carnivore 
Lo  w  (6) 

Nil 

Chaotic  neutral  (good) 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

4 

18 

4+3 

15 

3 

Id6/ld6./ld8 

Surprise,  rear  daw  rake,  frenzy 
Teleport 
10% 

M  (4'  at  shoulder) 

Champion  (15) 

975 


The  cath  shee,  or  faerie  cat ,  is  a  Urge,  greenish-gray  feline 
about  the  size  of  a  mountain  lion,  with  large  tufted  ears  and 
wide  golden  eyes.  They  can  weigh  as  much  as  400  pounds. 
Cath  shee  are  clever  and  independent,  but  sometimes  can  be 
persuaded  to  become  a  companion  to  a  wood  elf  or  high  elf. 

Combat:  Normally  cath  shee  are  solitary  creatures  and  highly 
efficient  predators.  An  inborn  natural  ability  enables  cath  shee 
to  tctefyort  without  error  instantly  up  to  100  yards.  This  ability  is 
used  to  escape  from  enemies  and  to  attack  prey  They  are  natu¬ 
rally  somewhat  magic- resistant  (10%). 

Cath  shee  are  ferocious  fighters,  and  often  lie  in  wait  for 
prey  then  use  their  teleport  ability  to  attack  with  complete  sur¬ 
prise.  If  both  of  a  cath  shee's  daws  strike,  it  will  then  rake  with 
its  back  kgs,  hitting  automatically  and  inflicting  2d6  points  of 
damage. 

While  normally  solitary  and  relatively  unsocial,  mated  cath 
shee  pairs  will  fight  furiously  for  each  other,  and  for  their  off¬ 
spring  if  any  are  threatened.  If  a  cath  shee’s  mate  or  litter  is 
threatened,  it  will  go  into  a  frenzy  attacking  at  +4  to  hit  and 
damage  and  never  checking  morale. 

Habitat/Society:  Once,  cath  slice  were  found  in  relative  abun¬ 
dance,  but  today  are  found  only  in  sylvan  lands, 

They  are  solitary  creatures,  associating  with  each  other  only 
in  spring  during  mating.  They  remain  together  in  mated  pairs 
through  the  summer  if  kits  are  born,  For  the  rest  of  the  year, 
cath  shee  tend  to  keep  to  themselves,  staking  out  territories  as 
large  as  several  square  miles  in  area,  and  defending  them, 
even  against  others  of  their  own  kind, 

Cath  shee  sometimes  consent  to  serve  as  companions  (never 
pets)  to  wood  or  high  elves.  An  elf  w  ho  wishes  to  approach  a 
cath  shee  must  get  a  reaction  of  "friendly"  (use  the  "Threaten¬ 


ing"  column  of  the  Encounter  Reaction  Table  in  Chapter  11  of 
the  Dungwm  Master.  Guide,  applying  any  Charisma  modifica¬ 
tions),  If  successful,  the  cath  shee  becomes  the  elfs  compan¬ 
ion,  Every  six  months,  another  check  (this  time  on  the 
"Friendly"  column)  is  required,  or  the  cath  shee  will  leave, 

Ecology:  Cath  shee  are  highly  efficient  carnivores,  preying  on 
other  mammals,  primarily  rabbits  and  small  rodents.  Their 
natural  teleportation  abilities  help  make  sure  that  a  cath  shees 
prey  rarely  escapes. 

There  are  many  legends  about  cath  shee  tn  elven  society. 
Some  claim  that  cath  shee  were  created  by  CoreUon  Larefhian 
to  serve  as  companions  to  the  elves. 

In  the  Forgotten  Realms*  setting,  the  elves  of  Ever  meet 
believe  that  cath  shee  are  reincarnated  elves  who  have  been 
sent  back  to  Toril  by  the  Seldarine  to  defend  the  elven  nations, 
or  to  atone  for  misdeeds  in  their  previous  lives. 


25 


Cat,  Crypt 


CLIMATE/TERRAIN: 
FREQUENCY; 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Normal 

Crypt/tomb 
Very  rare 

Group 

Night 

NO 

Animal  (1) 

W  (by  group) 
Chaotic  neutral 

Large 

Crypt/  tomb 

Very  rare 

Group 

Night 

Nil 

Animal  (1) 

W  (by  group) 
Chaotic  neutral 

NO,  APPEARING: 

1-12 

1-8 

ARMOR  CLASS: 

7 

7 

MOVEMENT: 

12 

15 

BIT  DICE: 

1+1 

4+1 

THAO: 

19 

17 

NO.  OF  ATTACKS: 

3 

3 

DAMAGE/ATTACK: 

1d2/ld2/ld2 

Id4/ld4/ld8 

SPECIAL  ATTACKS: 

Disease,  rear 

Disease,  rear 

daw  rake 

claw  rake 

(Id2/ld2) 

(Id4/ld4) 

SPECIAL  DEFENSES: 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

SIZE: 

T  (18^-28"  long) 

S  (48"  long) 

MORALE: 

Special 

Special 

XP  VALUE: 

120 

650 

Crypt  cats  are  domestic  cats  that  have  been  mummified*  They 
serve  as  tomb  guards  or  the  minions  of  an  undead  master. 
Crypt  cats  a  re  crea  ted  by  coating  the  corpse  of  a  cat  with  a  thin 
layer  ol  day  that  contains  magical  salves  and  oils.  When  dry,  it 
is  painted  with  brilliant  colors  in  the  pattern  of  the  cat's  fur. 
Often,  copious  amounts  of  gilt  paint  are  used. 

When  crypt  cats  animate  for  the  first  time,  they  shed  the 
hard  day  covering.  Their  true  bodies  are  dry  and  shrunken, 
with  mangy  dumps  of  fur  dinging  to  the  hide;  lumps  of  dry 
day  ding  to  the  little  fur  that  remains.  Their  teeth  are  yel¬ 
lowed  and  broken,  and  their  eyes  are  mere  husks  that  rattle  in 
gaping  sockets. 

Crypt  cats  rest  in  stone  sarcophagi  or  wooden  coffins  that 
have  been  elaborately  curved  and  painted.  The  decoration 
almost  always  involves  cats  at  play  in  an  afterlife  filled  with 
mice  and  birds.  In  some  cases,  the  sarcophagus  is  painted  to 
resemble  Lhe  cat  it  houses.  In  many  cases,  crypt  cats  have  been 
fitted  with  expensive  pieces  of  jewelry.  Some  wear  golden 
bells  while  others  wear  a  tiny  gold  ring  through  their  ear.  Usu¬ 
ally,  opening  the  sarcophagus  or  coffin  of  a  crypt  cat  is  suffi¬ 
cient  to  wake  it  (90%  chance). 

Combat:  Crypt  cats  attack  with  two  claws  and  a  bite.  If  both 
daws  hit,  they  rake  with  their  rear  claws  (two  more  attacks). 
Anyone  struck  by  a  crypt  cat  must  successfully  save  vs*  poison 
for  each  scratch  or  bite,  or  become  diseased.  This  sickness  mani¬ 
fests  itself  as  a  red  infiAmmation  around  the  wound.  The  wound 
will  never  completely  heal  even  if  magical  curing  is  used;  one 
point  of  damage  from  each  wound  will  not  heal  until  a  cure  dis¬ 
ease  or  heal  spell  has  been  cast  upon  the  wounded  creature. 

Crypt  cats  are  immune  to  did  mi,  hold,  sleep ,  and  death 
magic,  nor  are  they  harmed  bv  poison.  They  are  turned  as 
ghasts  unless  in  the  presence  of  a  more  powerful  undead 
master,  in  which  case  they  cannot  be  turned  unless  the  master 
is  also  turned;  the  cats  are  affected  first. 


Habitat/Society:  Crypt  cats  begin  life  as  pampered  pets  or  as 
sacred  animals  of  a  cat-worshiping  cult.  Their  bodies  are 
placed  in  tombs  beside  those  of  their  master,  so  that  their  spir¬ 
its  might  accompany  that  person  into  the  afterlife.  They  will 
fight  until  destroyed  to  defend  this  former  master.  They  will 
also  rise  from  their  sarcophagi  to  defend  the  tomb  against  des¬ 
ecration  or  robbery. 

If  buried  with  a  master  who  has  become  an  undead  crea¬ 
ture,  active  crypt  cats  can  rise  any  time  their  master  is  active, 
unless  ordered  by  the  master  to  remain  within  tile  tomb. 

Ecology:  Crypt  cats  are  found  in  burial  chambers,  often  with 
other  nonmagical  mummified  cat  remains.  The  composition  of 
the  clay  that  animates  a  crypt  cat  is  unknown,  although  it  is 
assumed  that  high  level  necromantic  spells  axe  involved. 

Ft  is  possible  (albeit  rare)  to  find  a  crvpt  cat  that  has  been 
removed  from  its  tomb.  If  a  sarcophagus  containing  a  crypt  cat 
is  removed  from  a  tomb  or  crypt  without  first  being  opened, 
the  chance  that  the  crvpt  cat  will  awaken  when  the  container  is 
opened  drops  to  75%.  If  the  lid  is  left  off  or  the  body  removed 
from  the  container,  the  crypt  cat  will  awaken  within  ld4  hours. 

Large  Crypl  Cat 

Sometimes  the  bodies  of  larger  felines  are  made  into  crypl 
cats.  The  disease  of  a  large  crypt  cat  is  more  potent:  two  points 
of  damage  per  wound  will  remain  until  the  disease  is  magi¬ 
cally  cured.  They  are  turned  as  wraiths. 

Alternately,  any  species  of  feline  can  be  used  (see  "Cats, 
Great"  in  the  MONSTROUS  Mammi.  accessary  far  more  details). 
These  attack  and  inflict  damage  as  a  living  great  cat  of  the  same 
type  and  have  the  disease-causing  ability  of  Urge  crvpt  cate. 


26 


Centaur -Kin,  Dorvesh 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  hill  or  mountain 

Very  rare 

Clan 

Day 

Omnivorous 
Average  (8-10) 

M,  Q  (B) 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


2-12  (80-120) 

4(7) 

12 

4 

17 

2  hoof  or  1  weapon 
1  d6 /I  d6  or  by  weapon 

Nil. 

+4  save  vs,  spell  and  poison 
Nil 

L  (5'  and  taller) 

Elite  (13-14) 

Normal:  270 
Chief:  420 


Dorvesh  have  the  upper  body  of  a  dwarf  and  the  lower  body 
of  a  donkey.  Their  donkey  hindquarters  are  covered  with 
coarse  hair  w'hich  varies  from  light  brown  to  black.  The  dwar- 
ven  upper  half  is  usually  well-muscled  and  earthy  brown. 
They  retain  the  full  beards  of  their  dwaxven  cousins, 

Dorvesh  clans  are  distrustful  of  outsiders,  but  they  are  not 
overly  aggressive,  They  will  fight  only  to  defend  themselves 
or  their  homesteads.  When  not  expecting  combat,  dorvesh 
wear  simple  tunics  of  tough  leather  or  hide;  otherwise,  they 
wear  chain  mail  vests  and  carry  shields.  They  wear  their  hair 
long  and  braided  to  keep  it  out  of  the  w  ay  wTien  they  work  in 
the  mines. 

Since  dorvesh  avoid  contact  with  other  races  as  much  as 
possible,  they  speak  only  their  own  dialect  of  dwarvish,  Any¬ 
one  who  speaks  dwarvish  has  a  75%  chance  to  understand  the 
dorvesh  dialect. 

Combat  Dorvesh  do  not  use  magic  of  any  kind,  and  only 
rarely  do  they  use  magical  items.  Dorvesh  have  an  inherited 
resistance  to  spells  and  poison,  and  they  can  detect  the  slope 
of  a  passageway  { 1-3  on  ld6)  and  new  tunnel  construction 
(1—1  on  Id 6),  They  have  30-Foot  intravision. 

Although  not  warlike,  dorvesh  are  well  organized  and  disci¬ 
plined  when  forced  to  fight.  They  are  intuitive  strategists. 
They  wear  chain  mail  vests  and  tough  leather  bard  mg,  and 
they  cam'  shields. 

Dorvesh  wield  a  variety  of  weapons;  hammers  (35%), 
swords  (50%)  and  light  crossbows  (15%).  If  unarmed,  dorvesh 
attack  with  their  front  hooves,  inflicting  ld6  damage  with 
each. 

In  a  group  of  more  than  eight  dorvesh,  there  is  a  60%.  chance 
that  the  clan  chief  will  be  with  the  group.  The  chief  has  5  HD 
and  AC  4, 

Habitat/Society;  An  average  dorvesh  clan  numbers  80  to  120 
members.  20%  of  them  children  and  20%  females,  Dorvesh 
females  are  skilled  fighters  who  will  fight  beside  the  males  if 
the  homestead  is  attacked, 

Dorvesh  live  in  towns  constructed  around  their  mine 
entrances.  Since  dorvesh  do  not  construct  deep  mines,  they 


sometimes  have  to  move  to  a  new*  site.  Though  their  settle¬ 
ments  are  well  constructed,  they  are  not  permanent-  Aban¬ 
doned  dorvesh  settlements  may  occasionally  be  found  in 
remote  valleys,  often  inhabited  by  goblins  or  kobolds. 

Dorvesh  produce  all  their  own  metalwork.  Ihese  items  are 
sturdy  and  reliable,  but  they  are  less  likely  to  be  engraved  or 
decorated  than  similar  dwarven  items.  Dorvesh  prefer  the 
classic  lines  of  a  plain  hammer*  chisel,  or  axe.  They  hoard  pre¬ 
cious  metals  and  gems,  gold  being  particularly  priced. 

Dorvesh  are  a  stubborn  and  tenacious  people,  often  consid¬ 
ered  deliberately  obtuse  by  outsiders.  Unlike  their  dwarf 
counterparts,  the  dorvesh  do  not  wage  war  against  ores,  gob¬ 
lins,  giants,  or  drow,  preferring  to  remain  detached  from  the 
other  races. 

Ecology:  Though  dorvesh  are  skilled  miners  and  metal-work¬ 
ers,  they  rarely  sell  the  goods  they  produce.  Thus  limited  in 
commerce,  they  hunt  for  their  own  food  and  cultivate  mush¬ 
rooms  and  tubers  to  supplement  their  diets- 

Dorvesh  usually  live  from  150  to  200  years, 


27 


Centaur-Kin,  Gnoat 


CLIMATE/TERRA  IN: 

FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  or  tropical  hill  or 

mountain 

Very  rare 

Clan 

Day 

Omnivorous 
Average  (8— 10) 

M,Qfl) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


3-12  (100-300) 

6 

15 

3+1 

17 

1 

ld6  (by  weapon) 

Rear  kick  (ld6) 

+4  save  vs.  spell  and  poison 
Nil 

M  (5'+  tall) 

Steady  (12) 

Normal:  270 
Chief:  420 
Illusionist:  420 


A  gnoat  has  the  upper  body  of  a  gnome  and  the  lower  body  of 
a  large  mountain  goat.  Gnoats  usually  have  brown  skin,  vary¬ 
ing  in  shade  from  tan  to  a  deep  chestnut.  The  shaggy  coat  on 
the  goat  hindquarters  also  varies  in  color,  being  brown,  black, 
or  gray  with  a  white  or  cream  underside.  Hair  is  the  same 
color  as  the  coat  and  is  usually  worn  short  by  both  males  and 
females.  Hooves  are  usually  black  or  very  dark  brown, 

Male  gnoats  have  beards  which  match  the  color  of  the  goat 
hindquarters.  Beards  are  kept  fairly  short  and  often  are 
trimmed  to  form  elaborate  designs.  Most  gnoats  have  blue 
eyes.,  ranging  from  light  cool  shades  to  deep  cobait  blue,  but  a 
few  individuals  have  brown  or  green  eyes. 

Clothing  usually  consists  of  shirts  and  jackets  of  cotton  or 
leather,  and  hats  of  various  design,  Gnoats  tend  to  avoid  very 
bright  colors,  but  they  do  wear  dothes  of  many  differing 
shades,  A  favorite  garment  among  gnoats  is  a  patchwork 
jacket  with  swatches  of  many  different  colors  and  materials. 
These  jackets  are  very  strongly  constructed  and  act  as  padded 
armor.  Jewelry,  when  worn,  consists  of  carved  wooden  pen¬ 
dants  and  bracelets, 

Gnoats  speak  gnomish  and  common.  Many  gnoats  can  com¬ 
municate  with  burrowing  mammals,  but  a  few  dans  have  lost 
this  ability. 

Combat  On  the  whole,  gnoats  are  peaceful,  although  they  are 
wary  of  strangers  until  they  prove  themselves  worthy,  Gnoats 
will  defend  themselves  if  attacked,  and  the  majority  of  males 
are  proficient  with  weapons.  Females  rarely  fight  unless 
directly  threatened. 

Gnoats  usually  arm  themselves  with  spears  or  dubs,  and  at 
least  half  of  any  group  carries  short  bows.  If  unarmed,  gnoats 
will  kick  with  their  rear  hooves.  This  single  attack  causes  ld6 
points  of  damage. 

Like  gnomes,  gnoats  are  resistant  to  spells  and  poison, 
receiving  a  +4  bonus  to  their  saving  throws. 


Any  group  encountered  may  be  the  entourage  of  the  clan 
chief  and  a  3rd- level  illusionist  (15%  chance).  If  so,  2-8  addi¬ 
tional  gnoats  accompany  the  group,  The  chief  wears  an  elabo¬ 
rately  decorated  matching  jacket  and  hat,  and  he  carries  a 
shield  bearing  the  dan  emblem.  Typical  emblems  are  horns, 
mountains,  trees,  or  tools.  The  clan  illusionist  normally  wears 
a  plain  black  tunic  and  black  leather  skull  cap. 

Habi tat/Society:  For  most  of  the  year,  gnoat  dans  inhabit  cave 
systems  in  the  lower  foothills  of  high  mountain  ranges.  They 
spend  their  time  hunting  and  farming  in  order  to  produce 
enough  food  for  the  winter.  During  the  winter  months,  gnoats 
usually  keep  to  caverns  deep  within  the  mountains,  where 
they  have  stockpiles  of  grain,  cured  meat,  and  honey,  Gnoat 
dans  have  100  to  300  members,  of  which  40%  are  females  and 
10%  children.  Each  dan  is  led  by  a  chief  (5+1  HD,  AC  5, 
THAC0  15)  and  advised  by  1  to  4  illusionists  of  levels  1  -3. 

Ecology:  Gnoats  are  excellent  wood-carvers  and  sculptors  of 
stone.  During  the  winter  months,  the)  develop  their  arts  and 
produce  many  wonderful  pieces  ranging  from  delicately 
carved  wooden  animals  and  fruits  small  enough  to  fit  in  the 
palm  of  one  s  hand,  to  bold  stone  statues  larger  than  a  full- 
sized  goat. 

Gnoats  leave  their  warm  caverns  in  spring  and  attempt  to 
trade  some  of  their  sculptures  for  pottery,  metalwork,  and  fab¬ 
rics,  They  do  not  stray  far  from  their  homesteads  but  wait  for 
traveling  merchants  to  cross  the  passes  in  their  mountain 
homes.  The  gnoats  approach  merchants  cautiously  at  first,  but 
gradually  build  firm  friendships.  Some  traders  keep  the 
gnoats*  whereabouts  secret  in  return  for  a  ready  supply  of 
beautiful  carvings  each  spring. 


28 


Centaur-Kin,  Ha'pony 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

BIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


2-8  (80-150) 

7  or  6 
12 
2+2 
19 

1 

ld3 

+3  with  bows  and  slings 
+2  save  vs.  spell  and  poison 
Nil 

M  (4  H*-5'  tall) 

Steady  (11-12) 

Normal:  175 
Mayor:  270 


Ha  ponies  have  the  upper  body  of  a  h&lfling  combined  with 
the  lower  body  of  a  pony  Their  pony  hindquarters  are  vary¬ 
ing  shades  of  brown  and  chestnut,  with  some  grays.  In  most 
tribes,  the  mayor  has  a  piebald  coat.  Ha  ponies  wear  brightly 
colored  shirts  and  tunics,  and  the  majority  braid  their  hair 
and  tails  with  many-colored  ribbons,  their  complexions  are 
weather-beaten,  with  hair  varying  from  sandy  to  dark  brown, 
Ha  ponies  speak  ha  I  fling  and  common. 


Any  temperate 
Very  rare 
Community 
Day 

Omnivorous 
Average  (8-10) 
MU) 

Neutral  goud 


Combat:  Ha 'ponies  are  peace-loving  creatures  but  will  fight 
ferociously  in  defense  of  their  homes  and  families.  Like 
halflmgs,  they  are  skilled  with  the  sling  and  short  bow,  receive 
ing  a  +3  bonus  to  attack  rolls  with  these  weapons.  Ha 'ponies 
gain  a  +2  bonus  to  their  saving  throws  vs.  spell  and  poison 
due  to  the  natural  resistance  shared  with  their  half! ing 
cousins, 

Ha'ponies  do  not  normally  wear  armor,  but  each  village 
usually  has  a  militia  with  20  to  30  members  who  wear  stud¬ 
ded  leather  armor  (jerkins  and  bard  ing:  Armor  Class  6).  in 
their  villages,  ha* 1  ponies  do  not  normally  carry  weapons, 
except  for  the  militia.  These  stalwarts  are  usually  armed  with 
short  swords  and  slings,  or  short  swords  and  short  bows. 

When  outside  the  village,  ha  ponies  are  usually  armed  with 
short  swords  or  spears.  In  addition,  50%  of  the  group  is 
armed  with  slings  or  short  bows.  There  is  a  30%  chance  that  a 
group  encountered  outside  a  village  will  be  militia  on  patrol. 

The  mayor  very  rarely  (5%)  leaves  the  village,  but  if  so  he 
or  she  will  wear  a  chain  mail  vest  and  carry  a  short  sword  and 
short  bow.  The  mayor  has  4+2  HD,  AC  5,  and  THACO  17, 


Habitat/Society:  Ha'pony  villages  usually  number  between  80 
and  150  individuals.  Of  this  number,  15%  a re  young  and  30% 
□re  females.  Ha’pony  females  do  not  normally  fight,  but  if  the 
village  is  threatened  they  will  defend  their  homes  and  chil¬ 
dren  with  slings  and  daggers. 

The  village  has  a  mayor,  but  most  important  decisions  are 
made  by  a  council  of  elders  known  as  "The  Circle  of  Oak,"  In 
extreme  cases,  the  Circle  can  remove  a  mayor  from  office  and 
exile  the  unfortunate  ha'pony. 

Ha  ponies  are  a  cheerful  people  who  are  briefly  wary  of  out¬ 
siders,  They  take  pleasure  in  simple  crafts  and  in  nature,  but 
they  do  not  have  the  great  love  of  food  which  characterizes 
their  ha  I  fling  cousins. 

Ecology:  The  main  fare  of  a  ha’pony  is  fruit,  supplemented  by 
cereals.  They  make  up  to  20  different  varieties  of  bread,  each 
community  having  its  own  specialty.  Ha  ponies  occasionally 
hunt  game  birds  such  as  pheasants  and  partridges. 

Ha'ponies  have  a  life  span  of  approximately  120  years.  They 
live  in  small  family  clusters  within  the  village  community. 
They  don't  breed  often,  but  once  a  child  is  bom  it  is  lovingly 
cared  for  and  spoiled  by  all  its  relatives. 


29 


Centaur-Kin,  Zebranaur 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  plains 
Very  rare 
Tribe 
Day 

Omnivorous 
Average  (8-10) 
M,  Q  (L  MxlO) 
Neutral 


2-16  (50-80) 

7 
18 
3+4 
17 

1  to  3 

Id4/ld4  and  weapon 
+1  with  bow 
Nil 
Nil 

L(6'  and  taller) 

Steadv  (11-12) 

Normal:  175 

Chief:  270 

Shaman:  420 

Zebranaurs  have  the  upper  body  of  a  human  and  the  lower 
body  of  a  zebra  A  zebranaurs  upper  body  is  normally  brown, 
without  the  characteristic  black-on-white  stripes  that  cover  its 
lower  body  Many  have  a  short  mane  of  coarse  black  bristles 
running  from  the  middle  of  the  lower  back  up  to  the  nape  of 
the  neck  Most  favor  a  spiky  hairstyle,  but  others  prefer  the 
traditional  styles  of  the  local  humans. 

Zebranaurs  usually  wear  an  individually  embroidered 
square  of  supple  leather  that  covers  the  chest  and  is  tied 
around  the  waist  and  neck  with  leather  thongs.  They  adorn 
themselves  with  jewelry  made  of  wood  and  bone,  using  feath¬ 
ers  and  bright  seeds  to  color  their  designs.  Zebranaurs  prize 
brass  and  copper  jewelry  and  will  trade  well-made  fringed 
garments  or  feathered  spears  for  these  items. 

Zebranaurs  speak  the  common  tongue  and  may  know  one 
or  more  other  spoken  languagees,  but  few  learn  to  read  or 
write. 

Combat:  Because  of  their  long-standing  tradition  of  bow  hunt¬ 
ing,  all  zebranaurs  gain  a  +1  bonus  to  attack  rolls  w  ith  all 
bows  except  crossbows.  Not  all  zebranaurs  use  bows,  how¬ 
ever.  When  a  band  is  encountered,  30".*  use  spears,  20%  scimi¬ 
tar  and  spear,  and  30%  scimitar  and  bow.  Even  if  unarmed, 
zebranaurs  can  attack  with  their  front  hooves  for  Id4  points  of 
damage  each  Zebranaurs  never  wear  armor. 

Zebranaur  societv  does  not  discriminate  against  its  female 
members,  and  females  will  make  up  30%  of  any-  encountered 
band  In  a  group  of  more  than  10  zebranaurs,  there  is  a  50% 
chance  that  the  group  includes  a  chief  and  a  shaman. 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACG: 

NO,  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


An  average  tribe  numbers  50  to  80  members,  including  20% 
children  and  30%  females.  Males  are  equally  responsible  for 
raising  the  young,  preparing  meals,  teaching,  and  performing 
other  traditionally  domestic  duties. 

A  tribe  usually  has  one  shaman  of  4th  or  5th  level  and  three 
or  four  shamans  of  1st  to  3rd  level.  These  are  most  often  armed 
with  quarterstaves. 

Zebranaurs  have  an  almost  photographic  memory  for 
abstract  designs  and  shapes.  They  cannot  normally  read  or 
write  common,  but  they  paint  intricately  whorled  patterns  on 
tanned  leather  to  record  their  history.  The  oldest  shaman 
keeps  these  records  safe  and  passes  on  the  knowledge  to  the 
next  generation. 

Most  zebranaurs  paint  their  upper  bodies  with  dark  stripes 
or  patterns,  using  vegetable  dyes  to  enhance  the  effect  of  their 
camouflaged  lower  bodies.  New  markings  are  added  yearly  to 
commemorate  achievements,  battles,  or  loves.  Some  tribes 
engage  in  ritual  tattooing  wrhen  foals  come  of  age.  One  south¬ 
ern  tribe  has  developed  this  tattooing  to  a  fine  art. 


H abitatf Society:  Zebranaurs  are  nomad  ic  by  nature,  and  their 
temporary  camps  are  well  guarded  by  8  to  12  zebranaurs 
armed  with  scimitars  and  bows.  They  are  tribal  creatures  who 
remain  close  to  nature  and  are  most  at  home  in  the  wild,  much 
like  the  humans  who  live  nearest  them.  Zebranaurs  tribes  are 
led  by  a  chief  of  4+4  HD  and  AC  6. 


Ecology:  Zebranaurs  hum  most  types  of  small  game,  supple¬ 
menting  this  diet  with  roots  and  berries.  The)  are  more  paci¬ 
fists  than  w emits,  with  whom  they  do  not  get  along  very 
well.  If  a  tribe  of  wemics  moves  into  their  territory  zebranaurs 
will  often  move  out. 

The  typical  zebranaur  life  span  is  50-60  years. 


30 


Chronolily 


CUM  ATE/TERRA  IN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Ethereal  Plane 
Very  rare 
Solitary 
Any 
Special 
Semi-  (2-4) 

Nil 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XF  VALUE: 


1 

10 

Nil 

3 

Nil 

Nil 

Nil 

See  below 
See  below 
Nil 

G  (50'  diameter) 

Nil 

65 


Chronolilies  are  sentient  flowers  whose  nectar  reveals  images 
of  the  past,  present,  and  future.  The  chronolily  is  an  immense 
flower  nearly  50  feet  in  diameter,  its  petals  forming  a  bowl 
filled  with  golden  nectar.  It  has  a  short  stalk  at  the  base  and  a 
thick  stamen  and  pistil  centered  in  its  bowl.  Thousands  of  tiny 
green  leaves  surround  the  perimeter 

There  are  three  types  of  chronolily  distinguished  only  bv 
the  color  of  their  petals:  yellow,  violet  and  orange.  Shimmer¬ 
ing  images  continually  appear  in  the  nectar  of  the  chronolily 
the  end  of  one  image  dissolving  into  the  beginning  of  the  next. 
Yellow  chronolilies  reveal  images  from  the  future,  violet 
chronolilies  reveal  images  from  the  present,  and  orange 
chronolilies  reveal  images  from  the  past  The  images  are  ran¬ 
domly  generated.  A  typical  image  lasts  less  than  3(1  seconds. 
No  sound  accompanies  these  images. 

Combat:  When  a  chronolily  is  reduced  to  0  hit  points,  it 
instantly  decomposes  into  a  poisonous  cloud  50  feet  in  diame¬ 
ter.  All  those  either  touched  by  the  cloud  or  within  50  feet  of  it 
suffer  3d6  points  of  damage  (roll  a  successful  saving  throw  vs. 
poison  for  half  damage), 

Chronolilies  can  use  kfiaiv  alignment  at  will  In  the  presence  of  a 
character  of  evil  alignment,  chronolilies  cause  their  nectar  to  turn 
black,  thus  denying  such  characters  the  opportunity  to  conjure 
specific  images  fas  described  in  the  "Using  Chronolilies'  section). 


However,  there  is  a  second  less  dependable  technique  avail¬ 
able  to  less-skilled  users,  usually  taught  by  those  who  have  had 
previous  experience  with  chro nolilies.  Tills  technique  requires 
the  user  to  immerse  his  hand  in  the  nectar  of  the  chronolily  (or 
otherwise  make  contact  with  the  nectar)  and  concentrate  on  the 
event  he  wishes  to  observe.  The  event  appears  in  the  nectar  in 
10d6  rounds,  subject  to  the  following  restrictions: 

•  Die  user  must  not  be  of  evil  al  ignment 

•  The  user  must  be  using  a  chronolily  of  the  appropriate 
color  (that  is,  if  he  is  attempting  to  view  an  event  from  the 
past,  he  must  be  using  an  orange  dm'inoiily). 

•  The  user  must  concen Irate  on  $  specific  i  mage.  For 
instance,  if  he  concentrates  on  the  country  of  his  birth,  the 
attempt  will  fail.  However,  if  he  concentrates  on  a  specific 
house  m  a  specific  village  of  that  country,  the  attempt  may 
succeed. 

•  Only  one  attempt  per  day  can  be  made  on  any  given 
chronolily  using  this  method,  regardless  of  whether  the 
attempt  succeeds  or  fails. 


Habitat/Society:  Chronolilies  can  grow  in  any  solid  material 
including  rock,  so  long  as  they  are  exposed  to  any  type  of  light. 
They  are  self-pollinating,  generating  tiny  seeds  that  resemble 
black  spheres.  Most  chronolilies  encountered  on  the  Prime 
Material  Plane  will  be  tended  bv  wizards  in  magical  gardens. 

Ecology:  Chronolilies  can  absorb  all  necessary  nutrients  from 
any  type  of  light.  Their  nectar,  which  tastes  like  honey,  can  be 
used  as  a  component  for  potions  of  dairvoymce. 

Using  Chronolilies:  A  few  exceptionally  skilled  wizards  who 
study  extra-planar  plants  have  learned  to  use  chronolilies  to 
conjure  images  of  specific  events,  This  technique  involves 
plucking  the  plant  s  leaves  in  a  precise  sequence  and  is 
extremely  difficult  to  master. 


Success  with  a  chronolily  is  not  automatic,  A  user’s  base 
chance  of  success  is  20%,  The  base  is  modified  as  follows,  to  a 
maximum  of  90%  or  a  minimum  of  5%. 

Apply  modifiers  from  any  of  the  following: 

+ 25 % — The  character  is  a  wizard  or  a  priest 
+20% —The  character  has  observed  the  event  in  the  same  chrono 
lily  before. 

+5% — Per  point  of  Wisdom  above  13 
-20% — The  event  occurred,  is  occurring,  or  will  occur  on  a  plane 
of  existence  different  from  the  home  plane  of  the  character 
making  the  attempt, 

Apply  only  one  of  the  following  modifiers  (past  and  present 
events  only): 

+20%— The  character  participated  in  the  event  (past  events  only). 
- 1 0%  — The  character  is  well-informed  about  the  event. 

+5% — The  character  is  slightly  informed  about  the  event. 


31 


Curst 


CUM  ATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE; 
DIET: 

INTELLIGENCE; 
TREASURE  TYPE: 
ALIGNMENT; 

NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS; 
DAMAGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES; 

MAGIC  RESISTANCE: 
SIZE. 

MORALE: 

XF  VALUE: 


Subterranean 

Rare 

Solitary 

Night 

Nil 

See  below 
Nil 

Chaotic  neutral 
2-11 

7  (or  bv  armor) 

12 

As  level 
As  level 
1  or  as  level 
ld4  or  by  weapon 
Rot  grubs  (15%) 

Spell  immunities;  immune  to  fire, 
cold ,  energy  drain; 

85% 

M (58-68) 

Average  (10) 

Variable 


Curst  are  undead  humans,  trapped  by  an  evil  curse  that  will 
not  let  them  die.  They  are  created  by  a  rare  process;  The  vic- 
tim  s  skin  pales  to  an  unearthly  white  pallor,  and  his  or  her 
eves  turn  black  while  the  iris  color  deepens,  becoming  small 
pools  of  glinting  dark  color.  Curst  lose  their  sense  of  smell, 
often  lose  Intelligence,  and  develop  erratic  behaviour  as  their 
alignment  changes  to  chaotic  neutral.  Curst  favor  leather 
armor,  cloaks  w  ith  hoods,  and  boots.  Their  garb  is  nearly 
always  dark  in  color,  though  some  still  keep  the  original  cloth¬ 
ing  they  wore  when  alive, 

A  curst  has  90-foot  infra  vision  as  wTell  as  normal  vision  and 
prefers  darkness  to  light.  Curst  tend  toward  silence,  and  do 
not  age  once  they  become  undead. 

Combat:  The  curst  retain  any  ability  bonuses  and  nonmagical 
skills  thev  possessed  in  their  previous  lives;  for  example,  fighters 
still  retain  their  levels  and  enhanced  Strength  scores  (e.g.  18/00), 
thieves  keep  their  rogue  abilities,  and  all  keep  their  nonweapon 
proficiencies;  however,  any  spellcasting  abilities  are  lost. 

Curst  are  immune  to  mind-related  spelb  such  as  charm,  ESP, 
held,  and  sleep,  and  have  85%  magic  resistance.  They  are  unaf¬ 
fected  by  cold-  or  fire-based  attacks  of  any  sort  and  energy 
draining  attacks  are  similarly  ineffective.  Though  they  are 
technically  undead,  they  cannot  be  turned  by  priests  or  pal¬ 
adins,  and  holy  water  has  no  special  effect  on  them. 

Curst  can  be  struck  by  any  weapon.  They  can  use  any 
weapon  allowed  by  their  former  character  class,  and  will  seize 
better  weapons  than  their  own  when  available.  An  unarmed 
curst  attacks  by  kicking,  biting,  and  clawing  savagely  for  ld4 
points  of  damage  per  round. 

If  reduced  to  0  hit  points,  curst  are  not  slain.  They  fall  to  the 
ground,  paralyzed,  and  lie  there  until  they  are  whole  again. 
Curst  regenerate  1  hit  point  per  day,  and  are  able  to  regrow 
lost  limbs  and  organs;  if  decapitated,  the  curst's  body  will  dis¬ 
integrate  into  dust,  and  the  new  body  regenerates  from  the 
head  (this  process  takes  twice  as  many  days  as  the  curst  has 
hit  points),  which  remains  paralyzed  until  the  body  is 
reformed.  Curst  can  be  healed  by  cure  magics.  If  a  remove  curse 


spell  is  cast  upon  a  curst,  the  creature  is  destroyed. 

Rot  grubs  infect  15%  of  all  curst;  these  have  1-6  fewer  hil 
points  but  are  otherwise  unimpaired.  The  grubs  will  be  seeking 
a  better  host, 

Habitat/Society:  Curst  are  in  no  way  controlled  by  their  cre¬ 
ators,  and  seldom  serve  them  except  to  attain  the  mercy  of 
death  by  means  of  a  retnove  curse  spell.  Often,  coming  to  know 
their  cruel  doom,  curst  attack  their  creators,  hoping  they  will 
be  destroyed  m  self-defense.  Once  destroyed,  curst  cannot  be 
resurrected  or  animated  to  become  other  forms  of  undead, 
since  their  bodies  crumble  into  dust. 

In  the  process  of  becoming  cursl,  humans  lose  their  sense  of 
smell,  any  magical  abilities,  and  often  their  minds  (but  not 
their  cunning);  only  11%  of  the  curst  retain  their  full,  former 
ability  score,  while  mosl  have  a  lowered  Intelligence  of  8.  In 
addition,  there  is  a  5%  chance  per  turn  (noncumulative)  that  a 
curst  will  act  irrationally — breaking  off  a  fight  to  sing,  skip 
and  dance,  draw  with  a  finger  on  a  nearby  wall,  stare  intently 
at  something,  etc. — for  1-6  rounds;  during  this  time,  nothing 
can  distract  the  curst,  even  attacks,  except  the  casting  of  a 
remove  curse,  which  elicits  a  smile  and  a  wliispery  thanks  from 
the  curst  as  it  collapses  rapidly  into  dust. 

Ecology:  Curst  eat  nothing  and  are  prey  to  none.  The  dust  that 
remains  after  their  destruction  is  being  studied  by  wizards 
and  alchemists  for  potential  uses. 

Cursed  are  created  by  the  bestow  curse  spell  (the  reverse  of 
the  remove  curse  spell),  and  within  four  rounds  adding  a  prop¬ 
erly-worded  wish  spell.  Creating  them  is  an  evil  act. 

About  2%  of  curst  are  humanoid. 


32 


Darktentades 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET- 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any  wetland 
Very  rare 
Solitary 
Any 

Carnivore 
High  (13-14) 
Nil  (B) 
Chaotic  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGeATTACK: 

SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

3 

1 

9 

11 

5  or  2  per  opponent  (36  total) 

Id6  (squeeze)  or  ld2  (slap);  or  by 
weapon 

Cham,  hold,  constriction,  bite 

Sphere  of  force 

60% 

L  to  H  (7M5>) 

Elite  (13) 

14,000 


The  darktentades  is  a  many  tentaded,  solitary  amphibious 
predator.  It  is  intelligent  and  uses  treasure  to  lure  prey  within 
reach.  The  creature  never  seems  to  slumber,  nor  forget  those 
who  escape  it. 

The  darktentades  has  a  black,  hastening  body  that  it  must 
keep  moist  or  suffer  a  loss  of  1  Hit  Die  per  day.  This  leathery 
amorphous  bulk  is  usually  about  the  size  of  an  adult  cow,  but 
the  darktentades  can  flatten  its  mass  to  cover  a  much  larger 
area.  The  creature  can  cover  a  10-foot  by  10-foot  area  easily, 
and  many  are  capable  of  covering  a  much  larger  area. 

AD  over  the  body  of  the  creature  grow'  tentades  of  up  to  20 
feet  in  length.  A  darktentades  may  have  up  to  50  tentades  at 
one  time,  but  usually  only  36  are  fully  grown.  These  may  slap 
at  opponents,  grasp  and  constrict  them,  or  wield  weapons. 

Each  tentacle  is  studded  with  many  small,  shielded  eyes 
that  see  as  humans  do,  but  also  have  140-  foot  in  fra  vision, 
which  operates  underwater  to  a  distance  70  feet,  A  darktenta¬ 
des  also  senses  vibrations,  "smells"  substances  in  water,  and 
discerns  color  and  light  differences  through  nodes  all  over  its 
body. 

Combat:  A  darktentades  can  simultaneously  battle  as  many 
opponents  as  it  can  reach.  A  maximum  of  five  tentades  can 
reach  a  single  opponent  in  a  round;  only  two  tentades  can 
wield  weapons  against  one  opponent  without  hampering  or 
damaging  other  tentades. 

Weapons  used  by  a  darktentades  inflict  normal  damage.  A 
single  tentacle  can  wield  a  two-handed  weapon  without  initia¬ 
tive  or  attack  penalty.  Tentacles  can  also  slap  or  grip  a  foe; 
slapping  tentades  cause  ld2  points  of  damage  per  attack. 

To  grip,  a  tentacle  requires  a  successful  attack  roll.  The  ini¬ 
tial  hit  inflicts  no  damage,  but  the  opponent  attacks  at  a  -1 
penalty  thereafter  as  it  holds  on.  In  subsequent  rounds,  the 
grasping  tentade  constricts  for  ld6  points  of  damage  each 
round  (no  further  attack  roll  is  necessary). 

Two  tentacles  grasping  a  v  ictim  cause  the  victim  to  attack  at 
-2,  suffer  a  l -point  Armor  Class  penalty,  and  move  at  half 
speed. 


Three  tentades  cause  the  victim's  attacks  to  be  at  -3,  the  vic¬ 
tim  suffers  an  Armor  Class  penalty  of  -3,  and  the  victim  can¬ 
not  move  more  than  three  feet  from  his  or  her  current  position. 

Four  tentacles  holding  a  victim  can  prevent  any  movement 
away  from  the  darktentades  and  cause  the  victim  to  suffer  an 
attack  penalty  of  -4  and  an  Armor  Class  penalty  of  -6,  Also, 
when  a  victim  is  held  by  four  tentades,  the  darktentades  will 
use  its  special  charm  and  hold  abilities. 

Its  charm  ability  is  identical  to  the  4th-level  wizard  spell 
Charm  monster.  It  raises  a  tentade  out  of  the  the  water  before 
the  trapped  victim's  eyes  and  charms  that  creature  with  its  eye- 
eovered  tentade.  The  darktentades  can  attempt  this  only  three 
times  per  day,  and  successful  saving  throw  vs.  spell  negates 
the  attack.  A  charmed  creature  does  all  that  it  can  to  help  the 
darktentades,  from  luring  food  to  it  to  protecting  it  from  dan¬ 
gerous  foes.  The  darktentades  communicates  mentally  with 
its  charmed  slaves. 

Its  hold  ability  is  indentical  to  the  4th-levd  wizard  spell  hold 
monster.  The  process  is  the  same  as  for  the  charm  ability  but  the 
saving  throw  is  at  a  -3  penalty,  and  failure  means  the  victim  Is 
paralyzed  for  eight  rounds.  The  hold  ability  can  be  used  five 
times  per  day  The  darktentades  uses  the  ability  to  trap  a  num¬ 
ber  of  victims,  drowning  them  before  they  can  regain  mobility 
Five  tentacles  holding  a  victim  prevent  all  movement  except 
twisting  and  writhing,  penalize  attacks  by  -5,  and  lower  the 
victim's  Armor  Class  to  10,  regardess  of  armor.  Dexterity:  or 
magical  defenses. 

A  grasped  victim  is  allowed  a  Strength  check  to  determine  if 
an  intended  movement  or  action  other  than  an  attack  can  be 
carried  out  against  the  force  of  the  darktentades;  attacks 
against  the  creature  are  adjusted  as  above, 

A  darktentades  will  often  lurk  in  water  and  try  to  drown 
prey  A  passive  character  can  remain  underwater  for  1  round 
per  point  of  Strength  before  drowning.  An  active,  fighting 
character  can  remain  underwater  for  half  thal  time.  Any 
round  during  which  a  character  makes  no  attacks,  he  or  she 
can  try  to  reach  the  surface  to  breathe,  unless  the  darktentades 
stops  the  action.  If  held  by  one  or  more  tentacles,  reaching  the 
surface  requires  two  successful  Strength  checks— one  dieck  to 
get  the  surface  and  one  check  to  get  nose  and  mouth  free  of  the 
water  or  a  tentacle  to  breathe.  If  both  fail,  two  checks  are 
required  in  the  following  round — one  check  to  stay  at  the  sur¬ 
face  against  the  tug  and  wrench  of  the  tentades,  and  the  other 
to  get  dear  access  to  the  air  again.. 

Any  single  attack  by  an  enemy  dealing  a  tentade  7  or  more 
hit  points  of  damage  in  a  round  or  a  cumulative  damage  total 
of  14  or  more  points,  casues  a  tentacle  to  let  go  of  whatever  It 
holds  and  writhe  about  harmlessly  for  the  next  round  before 
attacking  again.  Attacks  totalling  20  hit  points  of  damage  or 
more  sever  a  tentacle. 

A  darktentades  can  use  all  of  its  tentades  in  a  single  round 
without  penalty  provided  it  can  reach  that  many  opponents.  It 
can  wield  any  magical  item  or  weapon  not  restricted  to  a  cer¬ 
tain  class  that  does  not  require  speech  or  delicate  manipula¬ 
tions,  such  as  pressing  buttons, 

Darktentades  eat  meat,  but  only  that  of  reeently-dead  prey 
that  they  have  drowned  or  slain.  The  three  beak-like  mouths 
of  a  darktentades  are  not  actively  used  in  combat,  but  a  crea¬ 
ture  suffers  3d4  points  of  damage  if  driven  into  one.  There  is  a 
10%  chance  that  a  character  may  accidentally  step  into  one  of 
the  darktentades  mouths,  taking  the  damage  given  above 


33 


Darktentacles 


years.  They  tend  to  travel  constantly  tor  two  weeks  before 
budding,  moving  faraway  from  their  lairs  and  releasing  a 
young  darktentacles  of  2  Hit  Dice  in  a  random  wilderness 
area.  During  this  time,  the  darktentacles  has  a  movement 
rate  of  15,  using  its  tentacles  as  legs  to  speed  it  away  from 
rival  darktentacles. 

When  the  creature  has  been  slain,  its  flesh,  eyes,  and  ichor 
are  often  used  as  spell  ingredients  and  material  components 
for  wall  of  force  spells  and  similar  magical  items  that  use  or  cre¬ 
ate  that  effect. 


A  darktentacles  can 
create  a  sphere  of  force 
once  per  week.  A 
darktentacles'  sphere  of 
force  is  akin  to  the 
5th-ievel  wizard  spell 
wall  of  feree,  save  that  it 
is  always  spherical  in 
shape,  can  be  cast  at  a 
range  of  90  yards, 
and  will  successfully 
form  even  if  trees, 
ground,  water,  and 
other  solid  things 
break  its  intended 
boundaries  (he,,  it  can 
be  cast  underwater  or 
through  solid  ground  to 
trap  creatures  on  the  sur¬ 
face  or  in  a  tunnel  or  cavern 
below).  The  sphere  has 
whatever  radius  the 
darktentacles  desires, 
up  to  a  maximum  of 
60  feet.  It  lasts  only  as 
long  as  the  darktenta- 
des  concentrates  on  it 
A  darktentacles  typi¬ 
cally  uses  this  ability  to 
isolate  dangerous  foes  so 
that  it  can  escape,  deal 
with  them  later,  or  trap 
intended  prey  in  an 
enclosed  area  with 
itself  so  that  they  can¬ 
not  escape. 


H  a  b  i  ta  t/Soci  ety :  M  ost 
often  found  in  jungle 
areas,  darktentacles  are 
commonly  worshiped 
by  primitive  creatures 
of  various  races.  More 
rarely,  they  a  re  found 
roaming  wetlands  or 
temperate  swamps.  They 
prefer  still  and  relatively 
warm  water  to  faster  and  colder 
depths,  but  suffer  no  ha  mi  from 
the  latter 

Darktentacles  are  solitary  carnivores  and  will  not  be  found 
with  in  five  miles  of  one  another  due  to  large  territorial  claims 
and  potential  problems  from  interfering  with  each  other's 
hunting. 


Ecology:  Darktentacles  serve  as  wetland  predators,  eating  the 
numerous  birds  and  fish  common  to  such  areas.  They  also 
hunt  on  shallow  marine  banks  and  reefs  where  fish  shoal. 
Darktentacles  reproduce  by  budding  once  every  two 


34 


Dinosaur 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Allosaurus 

Any  land 

Uncommon 

Solitary 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Brontosaurus 

Swamp 

Common 

Solitary 

Day 

Herbivore 

Non-  (0) 

Nil 

Neutral 

Ceratosaums 

Any  land 
Uncommon 

Pack 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Compsognathus 
Any  land 
Common 

Pack 

Night 

Carnivore 

Non-  (0) 

Nil 

Neutral 

NO,  APPEARING; 

1-2 

1-6 

1-4 

1-12 

ARMOR  CLASS: 

5 

5 

5 

5 

MOVEMENT: 

15 

6 

15 

10 

HIT  DICE; 

15 

30 

8 

1-1 

THAO): 

S 

5 

13 

20 

NO.  OF  ATTACKS: 

3 

2 

3 

1 

DAMAGED  ATTACK: 

Id4/ld4/6d4 

Id6/3d6 

Id6/ld6/4d4 

ld3 

SPECIAL  ATTACKS: 

Nil 

Crush  (4dl  0  or  5d  1 0) 

Nil 

Surprise  (-3) 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

Nil 

Nil 

SIZE: 

G  (40'  long) 

G  (70'  long) 

H  (17'  long) 

T  (1KJ  long) 

MORALE: 

Steady  (12) 

Steady  (12) 

Average  (10) 

Average  (8) 

XP  VALUE: 

9,000 J 

22,000 

650 

35 

AUosaunis 

One  of  the  most  vicious  of  predators,  this  monster  can  run  across 
hard  ground  at  great  speed.  In  size,  the  ailosaurus  is  between  its 
two  relatives,  the  smaller  megalosaurus  and  the  larger  tyran¬ 
nosaurus  rex.  It  weighs  about  IK  tons. 

The  aHosaums  has  a  massive  skull.  Formed  of  bony  plates 
that  give  it  strength.  The  design  of  these  plates  Ls  such  that  the 
head  is  still  light  enough  to  snap  quickly  at  its  prey, 

Besides  feeding  on  the  occasional  brontosaurus  and 
diplodocus,  this  "flesh  lizard"  is  known  to  eat  carrion. 

Few  other  creatures  are  foolish  enough  to  fight  the 
allosaurus  for  a  share  of  its  meal. 

Brontosaurus 

The  "thunder  lizard"  (also  called 
the  apatosaurus)  is  a  40-tor  plant- 
eater  found  near  marshes  and 
lakes.  The  creature  spends  much 
of  its  time  in  shallow  water  to  sup¬ 
port  its  bulk  (and  because  food  is 
plentiful  there),  hut  never  moves  tc 
deep  water  because  the  increase 
pressure  makes  it  impossible  for 
tremendous  dinosaur  to  breathe. 

The  creature  ignores  small  thing 
it  is  prone  to  step  on  anything  in  it; 

(causing  4dl0  points  of  damage). 

The  body  of  the  brontosaur  is  65  feet 
long,  but  the  tiny  head  is  less  than  two  feet  long— a  man  with 
the  same  dimensions  would  stand  six  feet  talk  but  have  a  head 
only  tw  o  inches  tong!  The  brontosaurus  tips  the  scale  at  a  mere 
30  tons—  rather  light  for  a  sauropod. 

The  front  legs  of  the  brontosaurus  are  shorter  than  those  in 
the  rear.,  like  all  sauropods  except  the  brachiosaurus.  This  con¬ 
figuration  enables  sauropods  to  get  up  on  their  back  feet  to 
reach  the  topmost  leaves  of  a  tree.  The  brontosaurus  could  also 
use  this  ability  to  fight  against  its  principal  enemy,  the 
allosaurus.  The  thunder  lizard  could  tilt  itself  up  on  its  tong 
back  legs,  then  come  crashing  down  onto  its  enemy  to  inflict 
5dlG  points  of  damage 


The  brontosaurus's  tail  can  be  whipped,  causing  ld6  points 
of  damage  to  any  foe  close  enough, 


Ceratosaurus 

The  ceratosaums,  or  "horn  lizard/'  Ls 
a  carnosaur,  related  to  the  aflosaurus 
and  tyrannosaurus  rex,  but  smaller.  Both 
heavy  (about  a  ton)  and  fast,  the  ceratosaums 
can  move  on  all  fours  or  on  its  hind  legs. 

This  carnivore  is  unusual  in  that  it  has  a 
hom  on  its  nose,  but  it  does  not  use  the  horn 
for  attacking — in  fact  only  males 
have  this  horn.  (Those  who  have 
trouble  telling  dinosaurs  apart 
have  no  trouble  with  the  cer- 


atosaurus.)  The  back  of  this  creature  also  dis¬ 
tinguishes  it  from  other  camosaurs,  for  a  thin  line  of  bony  plates 
runs  from  the  top  of  the  ceratosaurus’s  head  down  to  the  end  of 
its  tail,  making  the  dinosaur's  back  look  like  a  giant  saw  blade. 

Also  unlike  the  larger  camosaurs,  the  ceratosaurus  hunts  in 
packs,  and  is  thus  able  to  bring  down  creatures  much  larger 
than  itself. 


Compsognathus 

This  very  small  carnivorous  dinosaur  Is  about  the  size  of  a 
chicken.  (In  fact,  compsognathus  is 
related  to  the  earliest  known  birds — if 
if  had  wings  and  feathers,  it 
might  be  a  chicken.)  These 
creatures  often  hunt  in 
groups.  Their  small 
size  allows  them  to  hide,  even 
in  packs,  and  surprise  prey—oth- 
suffer  -3  penalties  to  their  sur¬ 
prise  roll.  Attacks  at  night  might 
occur  on  sleeping  prey,  as  the 
compsognathus  tends  to  be  nocturnal. 
When  hunting  alone,  the  compsog¬ 
nathus  usually  eats  small  lizards  and 
insects, 


35 


Dinosaur 


CUMATE/TERRAIN: 

FREQUENCY: 

ORGANIZATION: 

ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Dimetrodon 

Any  land 

Uncommon 

Solitary^ 

Day 

Carnivore 

N  on-  (0) 

Nil 

Neutral 

Euparkeria 

Any  land 
Common 

Pack 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Gorgosaurus 

Any  land 

Uncommon 

Solitary 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

NO.  APPEARING: 

1-2 

2-8 

1-2 

ARMOR  CLASS: 

4 

5 

3 

MOVEMENT: 

12,Sw  6 

15 

15 

HIT  DICE: 

3  to  5 

1+1 

13 

THACO: 

3-4  HD:  17 

5  HD:  15 

19 

7 

NO.  OF  ATTACKS: 

1 

1 

3 

DAMAGE/ ATTACK: 

3d4+3 

Id4+1 

Id3/ld3/7d4 

SPECIAL  ATTACKS: 

Nil 

Nil 

Nil 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

NO 

Nil 

Nil 

SIZE: 

L  (9'  long) 

S  (3'  long} 

G  (3(1 '  long) 

MORALE: 

Steady  ('ll) 

Average  (8) 

Steady  (11) 

XP  VALUE: 

63-175 

35 

5,000 

Dimetrodon 

The  sad-backed 
dimetrocion  is  a  fierce 
predator  and  an  exam¬ 
ple  of  the  mammal-like 
reptiles.  Its  large  fin 
works  like  a  solar 
heater,  allowing  the 
dimetrodon  to  heat  up 
to  active  temperature 
hours  before  its  prey  Its 
ability  to  smm  is  questionable, 
but  likely  The 
dimetrodniVs  alliga- 
tor-like  jaws  give  il 
a  powerful  bite  (3d4+3  points  of  damage),  more 
than  making  up  for  its  lack  of  a  claw  attacks. 


Euparkeria 

A  small  dinosaur,  probably  ancestor  to  the  larger  cam osatirs, 

such  as  tyrannosaurus  rex 
and  aUosaurus,  the  carniv¬ 
orous  euparkeria  is  about 
the  si ze  of  a  small  dog. 
The  euparkeria  is 


found  in  groups  of  2d4,  which  attack  i-2  figures  of  small  si/e 
or  a  single  man-sized  figure  if  the  odds  seem  to  be  with  the 
pack.  If  sufficiently  hungry,  a  pack  will  stalk  and  attack 
even  a  large  group  of  prey,  especially  if  one  of  the 
intended  victims  is  wounded 

While  the  euparkeria  normally  walks  on  all  fours,  if 
threatened  it  is  able  to  stand  up  on  its  hind  legs  and 
run  a  short  distance. 


Gorgosaurus 

This  horrid 
creature,  also 
known  as  the 
aiberiosemrus,  is 
probably  an  ances¬ 
tor  of  tyrannosaurus 
rex.  It  is  physically  similar 
but  smaller,  with  a  longer- 
snouted  head  and  more  backward- 
pointing  teeth.  The  gorgosaurus  is  a 
fleet,  carnivorous  dinosaur  of 
very  aggressive  instincts,  II 
might  weigh  as  much  as 
two  tons. 


37 


Dinosaur 


CLI  MATE/TERRA]  N: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Iguanodon 

Any  land 
Common 

Herd 

Day 

Carnivore 

Non-  (Q) 

Nil 

Neutral 

Monoclonius 

Any  land 

Cumin  on 

Herd 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Plateosaurus 

Any  land 

Common 

Herd 

Day 

Herbivore 

Non-  (0) 

Nil 

Neutral 

NO.  APPEARING: 

1-2 

2-8 

5-20 

ARMOR  CLASS: 

4 

5 

5 

MOVEMENT: 

12, 5w6 

15 

12 

HIT  DICE: 

3  to  5 

1+-I 

3 

THACO: 

3-4  HD:  17 

19 

12 

5  HD:  15 

Nil 

NO.  OF  ATTACKS: 

1 

1 

Nil 

DAMAGE/ATTACK: 

3d4+3 

ld4+l 

Nil 

SPECIAL  ATTACKS: 

Nil 

Nil 

Nil 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

H 

SIZE: 

L  (9'  long) 

5  (3*  long) 

(204  long) 

MORALE: 

Steady  (11) 

Average  (8) 

Average  (10) 

XP  VALUE; 

65-175 

35 

650 

Iguanodon 

The  monoclonius  is  herbivorous,  and  can  eat  almost  any 

The  iguanodon  is  a  more 
primitive  dinosaur  that 
walks  on  all  fours,  but  it  can 
stretch  up  to  reach  vegeta¬ 
tion  that  looks  particularly 
appealing.  The  creature  looks  much 
like  a  small  sauropod,  about  15 
feet  tall  and  30  feet  long,  weigh¬ 
ing  in  at  only  five  tons.  Actu¬ 
ally  it  is  more  closely  related  to 
the  hadrosaurs,  such  as  the  lam* 
beosaums  and  trachodon. 

Typically  traveling  in  herds,  the  iguan¬ 
odon  runs  from  carnivores,  but  if  cornered 
it  can  employ  its  thumb  spikes  and  lash¬ 
ing  tail  to  defend  itself. 


Mcmodonius 

This  dinosaur,  also  known  by  the  name  ccntrosaurus,  some¬ 
what  resembles  a 
single-homed  rhi¬ 
noceros.  I  ts  hea  d  SWK  ^  * 

and  neck  are  pro-  fM"  f 
tected  by  a 
bony  shield 
(AC  3),  while 
its  skin  is  very 
thick — although 
not  plated  like 
that  of  the  anfcy- 
losatirus. 


plant  because  of  its  strong  jaws  and  teeth.  The  head  of  the  mon- 
oclonius  is  attached  to  the  neck  much  like  a  human  arm  is 
attached  to  the  shoulder,  so  the  creature  caji  swing  its  head  in 
almost  any  direction  at  a  moment's  notice.  The  main  attack  of 
this  dinosaur  is  with  its  horn,  but  herds  can  trample  smaller 
creatures  in  a  stampede,  w  ith  each  monoclonius  inflicting  2d8 
points  of  damage. 


Plateosaurus 

The  plateosaurus 
is  a  herbivore 
that  generally 
moves  about  on  all 
fours.  When  watch- 
ing  for  enemies  or 
reaching  the  leafy 
crowns  of  ferns,  palms,  or 
other  trees,  it  travels 
slowly  in  a  bipedal  manner, 
using  its  tail  as  a  balance.  It  is 
more  than  twice  as  tall  as  man  when 
erect. 

These  creatures  are  fairly  heavy,  about  eight  to  ten  tons  on 
the  average,  and  panicky. 

Plateosaurs  travel  in  herds  that  migrate  from  feeding 
ground  to  feeding  ground,  and  are  common  prey  for 
carnosaurs  such  as  the  gorgosaurus,  They  swallow  large 
stones  occasionally  to  help  grind  up  plant  food  in  their  stom¬ 
achs. 

The  creatures  are  an  earlier  form  of  such  sauropods  as  the 
diplodocus  and  brontosaurus. 


38 


Dinosaur 


CLfM  ATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT; 

Struthiomimus 

Am  land 

Uncom  mon 

Solitary 

Day 

Omnivore 

AnimaJ  f  1) 

Nil 

Neutral 

Tanystropheus 

Swamp 

Rare 

Solitary 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Teratosaurus 

Any  land 
Uncommon 

Solitary 

Day 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Trachodon 

Any  land 
Common 
Herd 

Day 

Herbivore 
Non-  (0) 
NO 

Neutral 

NO,  APPEARING: 

1-6 

1 

1-3 

2-12 

ARMOR  CLASS: 

6 

5 

5 

5 

MOVEMENT: 

18 

6,  Sw  18 

18 

12 

HIT  DICE: 

6+3 

6+6 

10 

12 

THACD: 

13 

13 

11 

9 

NO*  OF  ATTACKS: 

3 

1 

3 

1 

DAMAGE/ATTACK: 

Id2/ld2/2d4 

ld8+4 

Id3/ld3/3d6 

ld4 

SPECIAL  ATTACKS: 

Nil 

Surprise 

NO 

Nil 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

Nil 

Nil 

SIZE: 

H 

G 

H 

G 

(G'+tallr  16+long) 

(30-40 r  long) 

(20'  long,  9'  tall) 

(30  +  long) 

MORALE 

Average  (10) 

Average  (10) 

Steady  (11) 

Steady  (11) 

XP  VALUE: 

420 

650 

1,40G 

2000 

StTuthiomiuuis  Teratosaurus 


The  ostrich-tike  struthiomimus  is  a 
bird-hipped  dinosaur  (ornithomi- 
mosaur),  distantly  related  to  l he 
deinonychus,  but  less  aggressive. 
Its  hind  legs  are  powerful  and  well 
adapted  for  running.  The 
struthiomimus  has  a  birdlike  beak 
and  no  teeth.  It  has  to  be  very 
hungry  to  attack  men,  but 
smaller  humanoids  and 
demihumans  look  delicious 
any  time.  This  dinosaur 
prefers  areas  of  tall  grass  as  its 
habitat,  though  some  closely 
related  species  are  forest-dwellers. 


Tanystropheus 

This  swamp  predator  resembles  a 
snake  with  thin,  projecting  legs. 

About  half  of  its  length  is  neck  and 
head.  The  head  is  relatively  small 
and  the  jaws  are  long  and 
filled  with  many  sharp  teeth. 

The  tanystropheus  lurks 
along  river  banks  and  at  the 
edge  of  swamps,  prow  ling 
through  the  water.  Those 
ambushed  by  the  creature  roll  for 
surprise  at  a  -6  penalty;  if  they  are  surprised  the  predator 
attacks  with  a  +2  bonus  to  hit*  Creatures  under  500  pounds 
weight  will  be  dragged  into  the  water,  to  be  further  attacked 
and  devoured. 


Trachodon 

This  duckbilled  dinosaur,  also  called  the 
awtosatirus,  is  the  archetype  of  its  kind — 
anatosaurus  means  '  duck  lizard."  It  is  a 
peaceful,  four-ton  plant  eater 

that  runs  from  attack; 
its  only  defense  is  its  lash¬ 
ing  tail.  It  is  as  at  home  in 
shallow  water  as  it  is  on 
land,  grazing  on  water 
plants  and  floating 
ferns  as  easily  as  it 
grinds  up 

leaves  and  pine  needles 
\i  finds  in  forested  areas. 

Its  enemies  include  any 
of  the  carnosaurs,  espe¬ 
cially  the  tyrannosaurus  rex. 

The  trachodon  is  a  hadrosaur, 
and  thus  related  to  the  lambeosaurus. 


A  fierce  carnivore  found  mainly  on  the 
plains,  the  teratosaurus  runs  nim¬ 
bly  after  any  creature  that 
appears  to  be  edible.  This  crea¬ 
ture  hunts  only  on  dry  land — 
plains  or  forest,  The  teratosaurus  is 
a  camosaur  related  to  the  allosaurus, 
ceratosaums,  and  tyrannosaurus  rex, 
but  is  both  more  primitive  and  some¬ 
what  heavier, 


39 


Dinosaur,  Aquatic 


Archelon 

Dinichthys 

Mosasaurus 

CLIMATE/TERRAlN: 

Any  ocean 

Any  ocean 

Any  water 

FREQUENCY: 

Uncommon 

Common 

Uncommon 

ORGANIZATION: 

Solitary 

Solitary 

Solitary 

ACTIVITY  CYCLE: 

Day 

Day 

Day 

DIET: 

Carnivore 

Carnivore 

Carnivore 

INTELLIGENCE: 

Non-  (0) 

Non-  (0) 

Non-  (0)) 

TREASURE: 

Nil 

Nil 

Nil 

ALIGNMENT: 

Neutral 

Neutral 

Neutral 

NO,  APPEARING: 

1-4 

1-4 

1-3 

ARMOR  CLASS: 

3 

7 

7 

MOVEMENT: 

3,  Sw  15 

Sw  21 

3,  Sw  15 

HIT  DICE: 

7 

10 

12 

THAC0: 

13 

11 

9 

NO*  OF  ATTACKS: 

1 

1 

1 

DAMAGE/ATTACK: 

3d4 

5d4 

4d8 

SPECIAL  ATTACKS: 

Nil 

Swallow 

Nil 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE* 

Nil 

Nil 

Nil 

SIZE: 

L(12'  dia.) 

H  (2.V+  long) 

G  (50'  long) 

MORALE: 

Steady  (11) 

Steady  (11) 

Steady  (11) 

XP  VALUE: 

420 

4,000 

4,000 

Archelon  (Ischyras) 

This  large  marine  turtle 
is  not  truly  a  dinosaur, 
but  a  reptile*  Its  shell  is 
like  that  of  a  leatherback 
turtle — thick  and  rub¬ 
bery  rather  than  being 
formed  of  solid  plates. 

With  its  powerful  front 
flippers,  the  archelon  is 
a  fast  sw  i mm  e r;  i  t  sel  - 
dom  ventures  on  to  dry  land. 


Mosasaums 

The  mosasaurus  is  a 
marine  lizard,  with 
species  such  as  platecar- 
pus  and  plotosaurus.  This 
reptile  breathes  air  like  a  croc¬ 
odile,  It  travels  very  slowly  on 
land,  but  its  flippers  move  it 
with  ease  and  grace  through 
the  water.  The  mosasaurus  preys 
on  all  forms  of  marine  animals — 
its  powerful  jaws  can  crack  shell 
or  bone  easily. 

Much  of  the  length  of  the  mosasaurus  is  due  to  the  large 
number  of  its  vertebrae,  numbering  over  100  in  some  species. 


Dimchthys 

The  name — "terrible  fish" — reveals  that  this  fearsome  creature 
_  _  is  not  actually  a  dinosaur  but  a  huge,  prim- 

itive  fish  Its  great  mouth  can 
swallow  man-sized  prey  on  a 
m  If  natural  attack  roll  of  20, 


40 


Dinosaur,  Aquatic 


C  LIMATE/TE  R  R  A  I  N ; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Nothosaurus 

Any  water 
Uncommon 
Solitary 
Day 

Carnivore 
Non-  (0) 

Nil 

Neutral 


Plesiosaurus 

Any  ocean 
Common 
Solitary 
Day 

Carnivore 
Non-  (0) 

Nil 

Neutral 


Tern  no  don  tos  an  rus 

Any  ocean 
Rare 
Solitary 
Day 

Carnivore 
Non-  (0) 

Nil 

Neutral 


NO.  APPEARING: 

1 

1-3 

1  (10%  for  2) 

ARMOR  CLASS: 

6 

7 

4 

MOVEMENT: 

3,  Sw  18 

Sw  15 

Sw  24 

HIT  DICE: 

6 

20 

10 

THACO: 

15 

5 

11 

NO.  OF  ATTACKS: 

1 

1 

1 

DAMAGE/ATTACK: 

5d4 

3d4 

5d4 

SPECIAL  ATTACKS: 

Frenzy 

Flippers 

Frenzv 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

Nil 

SIZE: 

L  {10'+  long) 

H  (18 ’+  long) 

G  (30*  long) 

MORALE: 

Average  (10) 

Average  (10) 

Steady  (12) 

XP  VALUE: 

650 

12,000 

2,000 

Nothosaurus 

The  nothosaurus  is  a  particularly 
aggressive  marine  dinosaur — 
another  ichthyosaur.  It  dwells 
mostly  in  tropical  seas, 
always  seeking  prey  in  the 
water  when  nut  sunning 
itself  on  rocks  in 
between  hunts.  It  lum¬ 
bers  on  its  flippers 
when  on  land  hut 
swims  rapidly  When  in 

a  frenzy  it  can  lash  at  its  victim  with  huge  fore 
flippers,  but  its  usual  attack  is  a  darting  bite,  as  its  long  neck 
moves  its  head  at 
great  speed. 


Plesiosaurus 
The  plesiosaurus 
strongly  resembles  a 
snake  with  a  turtle's 
body  (sans  shell).  It  tends 
to  be  very  aggressive,  » 

attacking  anything  It 
notices,  While  not  as 
long  overall  as  its 
relative,  the  elas- 
mosaums,  the 
plesiosaurus  has  a 
neck  that  is 
about  one- third 

of  its  total  length.  The  creature  is 
strong  and  fast,  and  highly  maneuver¬ 
able  in  the  water — it  can  "turn  on  a  silver 
piece"  to  lunge  at  its  prey.  In  a  marine  battle 
it  can  strike  with  its  powerful  fore  flippers,  inflicting  2d6 
points  of  damage  with  each. 


Temnodontosaurus 

This  monster  is  a  large 
iehthysaur  or  "fish 
lizard,"  Although  it  is 
not  a  dinosaur,  it  thrives 
in  the  same  marine 
habitats  as  do 
mosasaurs,  for  exam¬ 
ple— its  young  are 
bom  live  at  sea,  and 
the  temnodontosaurus 
must  come  to  the  sur¬ 
face  to  breathe. 

Its  speed  and  ferocity 
allow  it  to  compete  fear¬ 
lessly  for  choice  prey 
with  any  creature.  When  in  a  feeding  frenzy  a  temnodon¬ 
tosaurus  strikes  with  its  powerful  tail,  inflicting  damage  on 
any  creature  behind  it  that  is  struck  by  this  lashing. 


41 


Dog,  Bog  Hound 


CLIMATE/TERRAIN; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Bog  Hound 

Swamp 

Very  rare 

Pack 

Night 

Carnivorous 
Semi-  {3} 

Nil 

Neutral  evil 

Moor  Hound 

Swamp 

One  per  pack 
Pack  leader 
Night 

Carnivorous 
Very  (12) 

Nil" 

Neutral  evil 

NO.  APPEARING: 

2-20 

t 

ARMOR  CLASS; 

5 

1 

MOVEMENT: 

15 

18 

HIT  DICE: 

2+2 

8 

THACO: 

19 

13 

NO.  OF  ATTACKS: 

3 

3 

DAMAGE/ATTACK: 

Id4/ld4/ld4 

Id6/ld6/ld8 

SPECIAL  ATTACKS: 

Nil 

Nil 

SPECIAL  DEFENSES: 

Nil 

+1  or  better 
weapon  to  hit 

MAGIC  RESISTANCE: 

Nil 

15% 

SIZE: 

M  (fV  long) 

L  (71  long) 

MORALE: 

Champion  (15) 

Fearless  (20) 

XP  VALUE: 

65  each 

3,000 

Bog  hounds  arc  large  dogs,  about  the  size  of  war  dogs,  created 
from  a  cursed  bog.  Sculpted  of  straw  and  mudr  the  hounds  are 
given  life  by  wicked  magic  or  a  curse.  They  are  sometimes  cre¬ 
ated  by  the  exceptionally  strong  will  of  a  creature  that  can 
shape  life. 

Their  color  is  a  muddy  brown  with  splotches  of  yellow,  and 
their  most  frightening  feature  is  their  lack  of  eyes;  they  have 
only  empty  black  sockets. 

Each  pack  of  bog  hounds  is  led  by  a  moor  hound,  an  individ¬ 
ual  creature  of  exceptional  strength  and  power.  As  long  this 
creature  exists,  the  pack  cannot  be  permanently  destroyed, 

Combat;  When  hunting,  bog  hounds  set  up  an  unearthly 
howling  that  only  subsides  when  they  dose  in.  They  attack  by 
flanking  their  victims  and  dosing  from  all  sides  at  once,  In 
combat,  they  act  as  ordinary  hounds,  unless  their  pack  leader 
(the  moor  hound)  or  their  master  instructs  them  to  perform 
another  task.  When  slain,  thev  return  to  their  original  materi¬ 
als,  dissolving  into  scattered  straw  and  mud  as  a  gasp  of  vapor 
escapes  from  the  bodies.  (I  n  some  cases  the  power  of  the  ani¬ 
mating  curse  may  form  additional  bog  hound  bodies  over 
time,  in  other  cases  the  master  might  construct  more,) 

The  bog  hounds  are  vulnerable  to  natural  sunlight.  If  they 
are  exposed  to  the  sun,  their  supernatural  essence  evaporates 
like  fog,  and  they  become  inanimate  statues  of  straw  and  mud, 
trapped  in  the  pose  in  which  the  light  first  caught  them.  These 
can  be  destroyed  by  the  slightest  touch;  unless  extreme  care  is 
taken  they  cannot  be  moved, 

Habitat/Society;  Once  the  bog  hounds  are  created,  the  moor 
hound  leads  them  in  whatever  tasks  their  creator  desires.  The 
pack  is  under  the  control  of  the  being  who  brought  them  to 
life.  The  pack  has  no  other  social  order  except  that  they  follow 
the  moor  hound. 


Ecology:  The  bog  hound  pack  is  created  by  a  powerful  curse 
or  possibly  by  malevolent  necromantic  magic.  While  their  diet 
is  listed  as  carnivorous,  in  truth  they  need  to  eat  nothing. 
When  they  attack,  they  savage  and  devour  any  living  creature 
of  flesh  and  bone  that  they  hunt.  They  gain  no  sustenance 
from  eating;  they  are  simply  supernatural ly  vicious. 

The  Moor  Hound 

Unlike  the  bog  hounds,  the  moor  hound  is  formed  wholly  of 
the  vapors  of  the  bog.  It  is  a  coal-black  creature  with  flaming 
red  eves,  Its  jaws  can  easily  fit  around  a  full  grown  man's 
head,  and  are  powerful  enough  to  snap  bone. 

The  moor  hound  can  be  hit  only  by  magical  weapons  of  at 
least  +1  enchantment;  however,  it  only  seems  to  suffer  real  dam¬ 
age  from  them.  It  can  be  destroyed  only  after  it  has  been  exposed 
to  sunlight;  otherwise,  once  it  has  been  reduced  to  0  hit  points  or 
below  the  moor  hound  bounds  off  to  regenerate.  It  always  leaves 
a  trail  of  blood  that  leads  directly  to  a  bog  or  pool  of  quicksand, 
but  no  further  trace  of  the  moor  hound  can  be  found  until  the 
next  night,  when  it  comes  back  fully  regenerated. 

If  not  exposed  to  sunlight,  the  moor  hound  cannot  die.  It 
can,  however,  be  captured.  If  even  the  slightest  beam  of  sun¬ 
light  directly  hits  the  moor  hound,  any  apparent  damage  it 
took  before  exposure  suddenly  becomes  real,  perhaps  slaying 
it  outright.  Further,  the  moor  hound  can  then  be  hit  by  ordi¬ 
nary  weapons  and  permanently  killed,  breaking  the  curse  that 
gave  it  life.  When  the  moor  hound  dies,  a  ghostly  howling 
marks  its  passage  into  nothingness.  AU  bog  hounds  of  its  pack 
immediately  crumble  into  mud  and  straw  as  their  howls 
answer  and  follow-  those  of  the  pack  leader. 


42 


Doppleganger,  Greater 


CLIM  ATE/TERRAI N ; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 
TREASURE  TYPE: 
ALIGNMENT: 


Any 

Very  rare 

Solitary 

Any 

Omnivore 

Exceptional  to  Genius  (1 5— IB) 
K,  L,  M  (G,  Ux3) 

Neutral  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4 

2 

12 

9 

U 

1 

mz/\di2 

See  below 
See  below 
See  below 
M-L  (varies) 
Fanatic  (17-18) 
4,000 


Common  doppelgangers  can  easily  mimic  the  forms  of  humans, 
demihumans,  and  humanoids,  but  their  greater  cousins,  some¬ 
times  called  "mirrorkin,"  in  ancient  texts,  have  augmented 
those  abilities  to  the  point  of  perfection,  allowing  these 
shapechangers  to  adopt  the  exact  forms  and  identities  of  several 
humans  or  humanoids,  switching  between  them  at  will 

Like  its  relative,  the  greater  doppelganger  is  a  bipedal 
humanoid  with  a  tough,  hairless  gray  hide  that  maintains  Its 
toughness  regardless  of  the  disguise  (granting  a  miiiinium  AC 
of  2).  The  greater  doppelganger  is  faster  and  more  agile  than  a 
common  doppelganger* 

Combat:  This  monster  can  assume  the  shape  of  any  humanoid 
creature  between  four  and  eight  feet  in  height,  just  as  a  com¬ 
mon  doppelganger.  Greater  doppelgangers  have  full  powers 
of  ESP  and  telepathy,  which  allow  them  to  peer  deeper  into 
the  minds  of  intended  victims  and  assume  forms  that  are  dis¬ 
arming  to  their  prey;  once  the  victim  is  off-guard,  the  greater 
doppelganger  takes  its  prey  m  its  arms  and  stabs  the  victim  in 
the  back  with  its  daws*  Some  of  these  shapechangers  take  care 
to  shape  their  daws  so  the  wounds  inflicted,  which  still  deal 
the  same  damage,  appear  to  be  deep  dagger  or  sw  ord  thrusts* 

If  the  greater  doppelganger  ingests  the  brain  of  the  prey,  the 
doppleganger  can  absorb  the  entire  mmd  and  personality  of 
the  prey  for  later  use. 

Greater  doppelgangers  also  have  another  advantage  over 
their  lesser  relatives — enhanced  intelligence  and  imagination. 
As  a  result,  they  can  create  a  totally  unique  face  and  body 
without  imitation.  This  aids  them  in  escaping  into  crowds, 
randomly  shifting  clothes  and  faces  around  each  comer. 

Greater  doppelgangers  are  immune  to  sleep*  chirm,  and  hold 
spells.  They  are  likewise  immune  to  any  magics  that  detect 
alignment.  Disguised  greater  doppelgangers  can  only  be 
revealed  by  use  of  the  true  seeing  spell  or  equivalent;  their  men¬ 
tal  and  physical  disguises  are  even  able  to  fool  most  psionics. 

Their  saving  throws  are  those  of  I8th-level  fighters. 

Habitat/Society:  Greater  doppelgangers  tend  to  lead  any  col¬ 
lection  of  their  kind  with  whom  they  Jive.  Others  live  alone  or 
replace  those  whose  minds  and  personalities  they  have 
absorbed,  While  greater  dopplegangers  may  ally  with  others, 


they  generally  refuse  to  be  controlled  or  led  by  anyone  or  any 
creature  other  than  one  of  their  own. 

The  greater  doppelganger  can  absorb  the  mind  and  person¬ 
ality  of  any  person  whose  brain  it  has  eaten.  After  this,  the 
greater  doppelganger  can  assume  that  person's  form  with 
100%  accuracy,  complete  writh  the  person's  memories,  abilities, 
and  alignment;  these  are  active  whenever  the  shapechanger 
takes  that  particular  form.  When  the  form  is  worn,  the  greater 
doppleganger  has  all  of  the  victim's  physical,  mental,  and 
magical  abilities  (though  not  priestly  granted  abilities,  or 
spells  above  2nd  level,  since  these  are  bestowed);  greater  dop¬ 
pelgangers  can  even  absorb  the  identities  of  paladins,  though 
all  healing  and  special  abilities  beyond  fighting  skills  are  lost 
Greater  doppelgangers  can  absorb  up  to  eight  separate  and 
distinct  identities;  if  they  attempt  to  absorb  more  identities 
beyond  that,  there  is  a  50%  chance  that  one  of  the  creature’s 
absorbed  identities  will  be  lost  in  favor  of  the  new  one. 

If  the  doppelganger  has  to  perform  actions  that  run  counter 
to  its  form's  alignment,  it  must  change  form  or  be  immediately 
forced  into  its  base  form  for  1-10  rounds.  In  its  base  form,  it  has 
limited  access  to  all  the  memories  of  its  identities  (use  of  known 
languages,  general  information);  the  greater  doppelganger  is 
incapable  of  manifesting  one  person  s  identity  when  in  another 
person  s  form.  Regardless  of  its  form,  a  greater  doppelganger 
can  use  magical  items,  provided  it  knows  how  they  function. 

Ecology:  The  greater  doppelgangers  are  sophisticated  and 
clever.  With  their  abilities  to  permanently  adopt  certain  identi¬ 
ties,  their  plans  and  goals  often  go  beyond  simple  hunting  or 
larceny  They  can  often  penetrate  social  and  political  power 
groups  without  amusing  suspicion. 

The  bearing  of  offspring  (a  rare  event)  requires  a  greater 
doppleganger  to  remain  in  female  form  for  the  entire  term,  or 
the  unborn  offspring  will  die. 


43 


Dragon,  Brine 


CLIMATE/TEKRAIN: 
FREQUENCY; 
ORGANIZATION; 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE; 

ALIGNMENT; 


Any  ocean 
Very  rare 
Solitary 
Any 

Omnivore 
Low  (5-7) 

Special  (see  table) 
Chaotic  neutral 


NO-  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 

D  AM  AGE/ ATTACK: 
SPECIAL  ATTACKS; 
SPECIAL  DEFENSES; 
MAGIC  RESISTANCE: 
SIZE: 

MORALE; 

XP  VALUE: 


1  (2-5) 

2  (base) 

Sw  9 

11  (base) 

9  (base) 

1  +  special 
4dl0 

Breath  weapon,  spells,  surprise 
Variable 
Variable  bv  age 
H  (26  ) 

Champion  (15) 

Variable 


Brine  dragons  are  fully  aquatic;  they  cannot  fly  or  walk  on 
land,  nor  breathe  air  they  do  not  enjoy  even  breaking  the 
sea's  surface,  but  sometimes  do  so  if  given  the  proper  incen¬ 
tive,  such  as  a  boatload  of  juicy  humans. 

These  massive  creatures  look  much  like  plesiosaurs  with 
draconian  heads-  They  have  flippers  where  other  dragons 
have  claws,  and  their  oversized  teeth  make  them  appear  as  if 
they  are  smiling  all  the  time.  The  grin  is  not  a  friendly  one. 

The  hide  of  the  brine  dragon  is  rough  and  mottled,  ridged 
and  craggy  The  scales  are  irregular  and  do  not  fit  together 
well  Huge  dumps  of  salt  dot  its  body,  some  so  old  that  they 
are  discolored  and  cannot  be  dissolved  in  the  water. 


Combat:  The  brine  dragon  is  a  good  swimmer  Its  unwieldly 
bulk  belies  its  swimming  ability;  brine  dragons  can  move 
through  the  oceans  without  causing  so  much  as  a  ripple.  As  a 
result,  opponents  suffer  a  -1  penalty  to  their  surprise  roils.  The 
dragon  itself  is  acutely  aware  of  disturbances  in  the  currents, 
and  is  surprised  only  on  a  ldn-10  chance.  Tt  attacks  with  little 
or  no  provocation-  Sometimes  it  doesn't  attack,  even  w  hen 
combat  might  be  expected;  brine  dragons  are  extremely  capri¬ 
cious  and  unpredictable. 

The  brine  dragoris  bite  causes  terrible  damage  and  can  badly 
gouge  large  marine  creatures  such  as  whales  or  amphidragons. 

Breath  Weapon /Special  Abilities:  The  brine  dragon  breathes  a 
cloud  of  alkalme-salt-and-saliva-based  spray  that  burns  like 
acid.  The  cloud  is  90  feet  long,  45  feet  wide,  and  45  feet  high, 
Those  successfully  saving  vs.  breath  weapon; suffer  half  dam¬ 
age.  The  brine  dragon  can  use  this  breath  weapon  once  every 
three  rounds.  The  breath  weapon  can  be  used  equally  well 
underwater,  on  the  surface,  or  against  an  aerial  target, 

Brine  dragons  are  themselves  immune  to  poisons  and  acids. 
As  a  brine  dragon  ages,  it  gains  several  magical  abilities  (see 
table),  each  usable  three  times  per  day 

Habitat/Society:  Brine  dragons  are  unpredictable,  violent  and 
have  nihilistic  tendencies.  They  have  no  leader  or  society. 

Brine  dragons  make  their  lairs  out  of  coral  and  rock  forma¬ 
tions,  using  their  caustic  breath  and  spittle  to  glue  together  a 


convenient  cave.  Each  brine  dragon  stakes  out  its  turf,  which 
can  vary  day  to  day  from  100  yards  to  ten  miles  across,  its  cave 
remains  its  only  point  of  fixed  interest. 

When  a  brine  dragon  lays  its  eggs,  the  female  usually  stays 
around  and  raises  the  hatchlings,  though  sometimes  the  male 
stays  and  does  the  job  instead.  Other  limes  both  parents  stay 
and  raise  the  hatchlings,  or  both  parents  leave  and  let  the  eggs 
fend  for  themselves,  Sometimes  Lhe  parents  get  hungry  and 
just  eat  the  eggs  or  young.  Their  extremely  random  parenting 
keeps  the  number  of  brine  dragons  low. 

Ecology:  Brine  dragons  get  their  name  from  their  love  of  salt 
the  dragons  eat  salt  and  also  absorb  it  as  they  swim  the  oceans- 
Often  they  can  be  found  in  coastal  salt  marshes. 

Brine  dragons  hate  black  dragons  and  will  attack  them  at 
every  opportunity.  Otherwise,  they  will  eat  nearly  anything, 
including  marine  undead. 


Age 

1 

Body 

Lgt. 

5-8 

AC 

5 

2 

8—12 

4 

3 

12-20 

3 

4 

20-29 

2 

5 

29-38 

1 

6 

3fM7 

0 

7 

47-56 

8 

56-65 

-2 

9 

65-74 

-3 

10 

74-83 

-4 

11 

83-92 

-5 

12 

92-102 

-6 

Breath 

Spell 

Weapon 

Ability 

Id4+1 

— 

2d4+2 

— 

3d4+3 

— 

4d4+4 

— 

3d4+5 

— 

6d4+6 

Mdfs 
acid  arrow 

7d++7 

— 

8d4+8 

stinking 

cloud 

‘>d4+9 

— 

t0d4+ 10 

— 

Hd4+11 

fear 

12d4+12 

chudktll 

Treas. 

XP 

MR 

Type 

Value 

— 

1,400 

— 

i - 

2,000 

— 

— 

3,000 

— 

4,000 

10% 

F 

7,000 

15% 

F 

8,000 

20% 

F 

10,000 

25% 

EG 

12,000 

30% 

EG 

13,000 

35% 

EG,H 

15,000 

40% 

EG,H 

16,000 

50% 

F,G,H 

17,000 

44 


Dragon,  Half-Dragon 


CLlMATE/TERJIAfN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE; 
DIET; 

INTELLIGENCE; 

TREASURE; 

ALIGNMENT: 


Any 

Very  rare 

Solitary 

Any 

Omnivore 
Average  (10) 
O 

Lawful  good 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO.  OF  ATTACKS: 

DA  MAGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECI  AL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE; 

MORALE: 

XF  VALUE: 


1 

6 

15 

1 

20 

1 


By  weapon 
See  below 
See  below 
NO 

M  m1  fall) 
Steady  (11) 
15 


Half-dragons  are  the  resutt  of  the  mating  of  a  demihuman 
female,  usually  elf,  dwarf,  or  gnome,  and  a  male  metallic 
dragon — gold,  silver,  or  bronze.  These  dragon  types  have  the  nat* 
oral  ability  to  polymorph  into  demihuman  form,  and  sometimes 
while  in  this  form  they  produce  offspring  of  mixed  heritage. 

Few  physical  features  definitively  mark  a  newborn  babe  as 
a  half-dragon,  though  there  are  some  telltale  signs  of  the 
dragon  parent:  usually  eyes  or  hair  the  color  of  gold,  silver,  or 
bronze.  As  they  reach  adulthood  half-dragons  grow  tall  and 
lean,  no  matter  what  demihuman  blood  mixes  with  their  dra¬ 
conic  heritage.  During  adolescence  draconic  abilities  begin  to 
manifest.  These  abilities  become  stronger  and  more  pro* 
nounced  over  time  and  with  use.  Physical  changes  accompany 
the  appearance  of  these  abilities.  A  mature  half-dragon 
appears  as  a  very'  tall,  very  lithe  humanoid  with  certain  elflike 
features:  a  slender  frame,  lean  muscles,  long  limbs,  pointed 
ears.  The  skin  has  the  look  and  texture  of  demihuman  flesh, 
though  with  the  pigmentation  of  the  dragon  parent.  Hair  i& 
thick  and  luxurious,  of  a  deeper  and  richer  shade  than  the 
flesh  color.  A  half-dragons  fingers  are  long  and  thin,  with 
nails  like  talons.  The  true  mark  of  dragon  heritage  is  seen  in 
the  face,  which  has  a  distinctive  reptilian  appearance:  snake- 
like  eves,  elongated  features,  and  the  barest  hint  of  horns  pro¬ 
truding  above  the  temples.  Half-dragons  have  no  wings*  tails, 
or  scales.  No  matter  their  demihuman  heritage  all  half¬ 
dragons  mature  in  this  way. 

Half-dragons  speak  the  language  of  their  demihuman  par¬ 
ent.  A  few  can  speak  a  draconic  language  (20%). 

Combat:  Half-dragons  can  use  any  weapon  types  that  match 
the  class  they  belong  to.  Ail  half-dragons  also  begin  with  all  of 
the  racial  abilities  of  their  demihuman  parent.  As  their  dragon 
abilities  manifest,  they  supersede  and  replace  the  demihuman 
ones.  Each  ball -dragon  type  has  discretionary  abilities  to 
choose  from  (one  at  2nd,  4th,  and  6th  level),  and  fixed  abilities 
that  manifest  automatically  (at  5th  and  7th  respectively). 

Half-gold 

•  Fixed  Abilities?  Claw  attacks  ( ld6/ 1  d6),  breath  weapon 
(spray  of  fire  10  feet  long,  damage  3d 6,  twice  per  day). 

•  Pkcrdtiomi  ev  breathing  (at  will),  speak  with 


animals  (at  will),  bless  (twice  per  day),  detect  lie  (twice  per 
day),  sleep  (twice  per  day),  dragon  fear  {three  times  per  day), 
immune  to  fire,  immune  to  gas,  infravision  to  90  feet. 

Half-silver 

*  Fixed  Abilities:  Claw  attacks  (Id4/ld4),  breath  weapon 
(spray  of  cold  8  feet  long,  damage  4d4,  twice  per  day). 

•  Discretionary  Abilities:  Feather  Ml  (once  per  day ),  Wall  of  fog 
(once  per  day),  cloud  walk  (one  hour  per  level  per  day), 
dragon  fear  (twice  per  day),  immune  to  cold,  in  fra  vision  to  90 
feet. 

Half -bronze 

•  Fixed  Abilities:  Claw  attacks  (1d4/ld4),  breath  weapon  {bolt 
of  lightning  8  feet  long,  damage  3d4,  twice  per  day), 

*  Discretionary  Abilities:  Water  breathing  (at  will),  speak  with 
animals  (at  will),  create  food  and  water  (twice  per  day),  ESP 
(once  per  day),  dragon  fear  (once  per  day),  immune  to  electric¬ 
ity,  infra  vision  to  6t)  feet. 

Habitat/Society:  Half-dragons  tend  to  be  loners.  Most  are 
raised  by  their  demihuman  parents,  growing  up  in  that  cul¬ 
ture.  When  the  half-dragon's  true  nature  becomes  noticeable, 
the  community  often  banishes  the  mixed  being  or  makes  life 
so  unbearable  that  the  half-dragon  leaves.  "Half-dragons  tend 
to  become  explorers  and  adventurers,  traveling  the  world  as 
they  seek  a  place  to  call  home.  Half-dragons  can  belong  to  any 
class,  and  they  set  up  lairs  in  remote  places  between  the 
realms  of  dragons  and  dermhumans. 

Ecology;  Half-dragons  eat  the  same  food  as  their  demihuman 
parents.  Half-golds  can  live  to  be  350,  half-silvers  to  310,  and 
half-bronzes  to  a  maximum  of  240  years. 


45 


Dragon-kin,  Sea  Wyrm 


C  L  I'M  AT  FJT  ERRAiN : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Tropica]  and  subtropical  seas 

Rare 

Solitary 

Any 

Omnivore 
Low  (5-7) 

Nil  (Rx2) 

Chaotic  neutral 


NO.  APPEARING: 

1-3 

ARMOR  CLASS: 

5 

MOVEMENT: 

9.  Sw  18 

HIT  DICE: 

Young  {7^8  HD) 

Adolescent  9-10  HD) 

Adult  (11-12  HD) 

Ancient  {13-14  HD) 

THACO: 

7-8  HD:  13 

9-10  HD:  U 

11-12  HD:  9 

13-14  HD:  7 

NO.  OF  ATTACKS: 

1 

DAMAGE/ATTACK: 

2d6  (bite)  or  3d8  (constriction) 

SPECIAL  ATTACKS: 

Breath  weapon  (sleep  3d8  ids), 
swallow'  (if  adult  or  ancient) 

SPECIAL  DEFENSES; 

Nil 

MAGIC  RESISTANCE: 

Nil 

SIZE: 

L  (up  to  12'  long)  if  7-10  HD. 

H  {12-25'  long)  if  11-14  HD 

MORALE: 

Champion  (15-16) 

XP  VALUE: 

7-8  HD;  1,400 

9-10  HD:  2,000 

11-12  HD:  3,000 

13-14  HD:  4,000 

Sea  wyrms  are  elongated  legless  and  wingless  sea  dragons 
found  in  tropical  and  subtropical  seas.  Probably  one  of  the 
sources  for  the  tales  of  legend  ary  sea  serpents,  these  lazy  crea¬ 
tures  rarely  attack  anyone  or  anything  not  intruding  on  their 
territory.  They  are  usually  serene  and  majestic,  often  venturing 
quite  dose  to  land  if  left  undisturbed.  Occasionally  a  family  of 
sea  wyrms  will  be  seen  traveling  together  by  sailors  wrho  ven¬ 
ture  into  deeper  seas. 

Combat:  Sea  wyrms  grow  larger,  but  not  particularly  stronger, 
as  they  age;  thus,  the  bite  and  constriction  of  a  young  sea 
wyrm  are  just  as  damaging  as  that  of  its  elders.  Though  they 
are  normally  ncm  aggressive,  sea  wyrms  will  attack  ships  or 
creatures  who  invade  what  they  consider  to  be  their  territory, 
All  sea  wyrms  can  bite  for  2d6  points  of  damage  and  constrict 
for  3dS  points.  If  attacking  a  ship,  every  10  points  of  constric¬ 
tion  damage  acts  as  1  hull  point  against  the  vessel,  [f  the  ship 
is  smaller  than  the  sea  wyrm,  the  wyrm  can  completely  encir¬ 
cle  the  entire  vessel,  roll  it  over,  and  drag  it  beneath  the  waves. 
Because  of  this,  they  are  greatly  feared  by  fishermen  and  oth¬ 
ers  who  usually  have  smaller  boats. 

Adult  and  andent  sea  wyrms  have  other  attacks  as  well.  If 
they  make  a  bite  attack  and  score  5  more  than  they  need  to  hit, 
they  have  swallowed  their  prey  whole.  The  victim  takes  normal 
damage  (2d6)  from  the  bite  and  an  additional  2d6  points  of  dam¬ 
age  per  round  thereafter  from  stomach  adds.  The  usual  methods 
may  be  employed  to  escape  from  the  creatures  stomach. 


At  arty  time  an  adult  or  ancient  sea  wyrm  may  choose  to 
forgo  its  normal  attack  and  use  its  breath  weapon  instead.  This 
is  a  cone  of  sleep  gas  5  feet  wide  at  the  base,  30  feet  wide  at  the 
far  end,  and  reaching  30  feet,  Those  caught  in  the  cone  must 
save  v&.  breath  weapon  or  fall  asleep  for  3  to  24)  rounds.  The 
wyrm  can  use  this  attack  only  once  per  day. 

Habitat/Society:  Sea  wyrms  lair  in  underwater  caves  or  in 
remote  caves  on  islands.  They  can  breathe  equally  w  ell  in  air 
or  water  and  move  about  on  land  by  slithering  like  a  snake 
They  eat  just  about  anything  but  are  particularly  fond  of  fish 
and  fruit  They  have  been  known  to  slither  around  a  fruit  tree 
and  constrict  it  in  an  attempt  to  get  at  fruit  which  is  beyond 
their  normal  reach. 

Sea  wyrms  live  in  small  family  groups  until  the  hatchlings 
are  old  enough  to  forage  for  themselves.  When  three  are  found 
together,  they  are  always  a  mated  pair  and  a  hatchling.  Two 
sea  wyrms  found  together  are  always  a  mated  pair,  as  they 
mate  for  life.  The  female  produces  one  egg  at  a  time,  which  is 
jealously  guarded  by  both  until  the  young  sea  wyrm  hatches. 

If  captured  as  hatchlings,  sea  w  yrms  make  loyal  and  affec¬ 
tionate  pets  for  sea  peoples  such  as  merfolk,  tritons,  or  nereids, 
willing  to  fight  to  the  death  to  defend  their  companions. 

Ecology:  Sea  wyrms  claim  undersea  or  island  caves  for  their 
lairs  and  defend  the  territory  around  it  up  to  about  two  miles 
They  range  up  to  thirty  miles  from  home  to  feed.  Though  they 
produce  no  useful  by-products,  there  is  a  growing  market  in 
sea  wyrm  eggs  among  traders  w'ho  wish  to  raise  a  mobile 
guard  to  defend  their  ships  while  at  sea.  Some  merchants  deal 
in  sea  wvrm  skins,  ’which  bring  LOGO  to  3,000  gp. 


46 


Dwarf,  Wild 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Subterranean,  tropical  jungle 
Rare 

Hunting  band 
Any 

Omnivorous 
Very  (11-12) 

K,  L,  M,  Q  or  V 
Lawful  neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  PICE: 

THACO: 

NO.  OF  ATTACKS* 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES; 


MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


20-200 

8  (10) 

9 

1+1 

19 

1 

Idb  (weapon) 

Poison  darts  (+2  at  short  range) 
Immune  to  own  darts,  +4  save  vs. 
poison  and  magic,  +1  save  vs. 
venom/ vapor,  -1/die  dmg  vs. 
heat  and  insect  swarms 
Nil 

S  (3*  tall) 

Hite  (13-14) 

270 


Wild  dwarves  are  a  reclusive  race  of  dwarves,  Abo  known  as 
"jungle  dwarves,"  they  are  found  only  in  remote,  hot  jungle 
areas.  These  dwarves  are  dark-skinned,  short,  and  stout.  Their 
bodies  are  covered  with  tattoos  and  grease  which  serves  to 
keep  off  insects  and  also  makes  them  hard  to  hold.  They  wear 
nothing  except  their  long,  woven  hair  which  serves  as  ade¬ 
quate  dothing.  This,  they  plaster  with  mud  into  crude  armor 
when  going  to  war. 

Wild  dwarves  forge  weapons  and  tools  from  mined  metals. 
In  this  and  in  infravision,  " underground  skills"  and  lifespan, 
they  are  like  other  dwarves.  Sturdy  (+1  to  Con  scores)  and 
muscular,  they  distrust  intruders  and  will  avoid  confronta¬ 
tions  unless  they  are  attacked  or  provoked.  Wild  dwarves 
speak  their  own  clicking,  trilling  tongue,  and  a  smattering  of 
the  common  tongue  and  dwarvtsk 

Combat:  Wild  dwarves  are  armed  with  blowguns  and  can  fire 
2  darts  per  round  (range  10/30/50).  Each  dwarf  carries 
Id 10+6  barbed  darts  that  inflict  ld3  damage  (ld2  vs.  large 
creatures).  The  darts  art  coated  with  sleep-inducing  venom — 
save  vs.  poison  or  be  stowed  for  2  rounds,  then  fall  asleep  for 
2-5  rounds — slapping  does  not  awaken.  Adult  wild  dwarves 
are  specialists  with  their  darts;  at  short  range  they  have  an 
attack  bonus  of  +2  They  are  immune  to  the  effects  of  their  poi¬ 
son.  Each  wild  dwarf  carries  a  short  spear  (ld6  damage)  and  a 
spiked  throwing  club  (!d6)  or  hand  axe  (ld6). 

Wild  dwarves  use  pits,  snares,  deadfalls,  and  other  traps  to 
defend  their  home  caves,  All  of  these  are  tailored  from  the  jungle 
surroundings  and  are  very  effective,  even  against  intruders  of  high 
level,  especially  those  uninitiated  to  jungle  combat.  They  often 
attack  in  large  groups,  firing  darts  from  behind  cover  until  an 
angered  opponent  charges — whereupon  they  attack  from  all  sides. 

Wild  dwarves  have  the  same  saving  throw  bonuses  against 
poison  and  magic  as  normal  dwarves.  Centuries  of  battling 
poisonous  snakes  have  given  them  a  natural  resistance  to  nat¬ 
ural  poisons  and  venoms;  they  make  all  saving  throws  against 
such  poisons  and  poisonous  vapors  at  an  additional  +1 .  They 
are  less  likely  to  suffer  from  debilitating  diseases  or  parasites 


than  those  who  aren't  jungle  dwellers  (the  DM  must  adjudi¬ 
cate),  and  receive  a  bonus  of  -1  per  die  of  damage  from  insect 
swarms  and  heat-based  attacks. 

Habitat/Socicty:  Wild  dwarves  dwell  in  jungle  trees  and  cav¬ 
erns,  calling  themselves  "dur  Authalat"  (the  People),  They  are 
polygamous  and  do  not  form  tribes  or  dans,  but  live  in  hunt¬ 
ing  bands  with  ever-shifting  membership,  Each  smaller  group 
carries  a  large  water-bladder  and  a  "talking  drum"  to  call 
other  bands  to  a  "big  kill"  or  warn  them  of  "great  danger." 

A  typical  hunting  band  knows  of  three  or  four  watering 
holes,  a  bathing  place,  a  shaded  eating  area  with  a  firepit  and 
several  lookouts,  a  sleeping  cavern  and  several  sleeping  trees 
hung  with  nets  of  interwoven  vines.  They  also  know  of  at  least 
five  "refuge-caverns"  that  run  deep  into  the  earth. 

Wild  dwarves  think  of  themselves  as  one  big  family,  "dur 
Aulhaiar."  They  follow  their  "talkers"  (planners  and  tacti¬ 
cians,  of  both  sexes,  all  ages,  and  all  levels),  "war  leaders" 

(  5th-  to  7th~IeveJ  warriors),  "bloods"  (experienced  warriors  of 
2nd  through  4th  level),  and  "priests"  {any  level  up  to  and 
including  Htth).  Wild  dwarves  most  often  worship  Thard 
Harr,  but  may  rarely  make  offerings  to  other  dwarven  deities 

Wiki  dwarves  wear  carved  bone  earrings,  bracelets,  and 
necklaces  for  adornment  reserving  mined  metal  only  for  use 
in  weapon-  and  tool -making  or  barter. 

Ecology:  Wild  dwarves  eat  certain  Iruits,  berries,  roots,  leaves, 
and  tree  saps,  and  all  manner  of  insects,  worms,  jungle  birds, 
reptiles,  and  animals.  Some  have  been  known  to  eat  humans, 
but  they  are  not  cannibals  and  do  not  usually  eat  intelligent 
beings-  They  consider  most  snakes  delicacies,  and  make  fer¬ 
mented  fruit  wines  in  earthenware  jugs. 

Wild  dwarves  mistrust  folk  of  other  races,  and  rarely  leave 
the  confines  of  their  hot,  shady  jungles.  On  Toril,  they  are  most 
common  in  Chult  and  tile  nearby  lands  to  the  east. 


47 


Ekimmu 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Wilderness,  mins 
Very  rare 
Solitary  or  band 
Nocturnal 
Carnivore 
Semi-  (2-4) 

Nil  (F:  25%  chance) 
Any  evil 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACOs 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 


MAGIC  RESISTANCE: 
SIZE: 

MORALE; 

XP  VALUE: 


I  o  r  1-4 
-6  or  as  host 
12  or  as  host 
8 

Nil  or  as  host 
1  or  as  host 
Nil  or  as  host 
Possession 

invisibility;  immune  to  sleep, 
charm ,  hold,  paralysis,  cold-based 
spells  and  poison 
Nil 

L  (10’  tall) 

Fearless  (20) 

3,000 


.An  ekimmu  is  an  angry  undead  spirit  that  was  once  human.  It 
is  created  when  a  human  dies  far  from  home  and  is  not  given 
proper  burial  rites;  for  this  reason  an  ekimmu  hates  humans, 
demihumans,  and  humanoids,  and  seeks  vengence  against  the 
living.  An  ekimmu  appears  as  a  spectral,  bull-headed  human¬ 
oid  nearly  10  feet  tall,  much  like  a  ghostly  minotaur. 

Combat:  The  ekimmu  may  be  completely  invisible  before  it 
attacks;  in  this  case  its  presence  will  be  felt  as  a  ghastly  wind 
carrying  the  charnel  stench  of  the  grave,  and  its  presence  may 
be  detected  as  a  malevolent  and  brooding  evil 

The  ekimmu  does  not  attack  directly.  Instead,  it  seeks  to 
take  over  the  body  of  a  character.  The  potential  host  is  allowed 
a  saving  throw  vs.  spell  to  avoid  the  attack.  If  the  saving  throw 
is  successful,  then  that  ekimmu  cannot  try  to  take  over  that 
character  again  during  the  encounter  It  might  try  to  take  over 
some  other  character. 

if  the  character  fails  the  saving  throw,  then  the  ekimmu  uses 
the  host  body  to  w-reak  havoc  on  all  other  intelligent  living 
creatures  in  the  area,  attacking  exactly  as  if  it  w  ere  the  con¬ 
trolled  character.  In  its  fury,  the  semi-intelligent  ekimmu  is 
unlikely  to  use  spells  memorized  by  a  spell-casting  host;  phys¬ 
ical  attacks  are  most  likely.  The  ekimmu  attacks  furiously  with 
no  care  whatsoever  for  the  host  body.  Should  the  host  be  slain, 
the  ekimmu  will  leave  the  host  and  take  over  another.  In  its 
natural  form,  the  ekimmu  has  no  physical  attacks,  but  its 
wispy  substance  gives  it  an  unnaturally  low  Armor  Class, 

While  in  a  host,  the  ekimmu  has  the  hosts  Armor  Class,  tak¬ 
ing  one  point  of  damage  itself  for  every  two  points  of  damage 
inflicted  on  the  host.  Should  the  ekimmu  be  reduced  to  0  hit 
points,  it  is  forced  out  of  the  host  and  dissipated,  and  the  host 
(if  alive)  returns  to  normal.  The  ekimmu  will  continue  attack¬ 
ing  until  all  characters  are  slain,  all  characters  have  saved 
against  its  attack,  or  until  it  is  driven  out  or  dissipated. 

The  ekimmu  gives  its  host  many  of  its  undead  powers: 
immunity  to  sleep*,  charm ,  hold,  paralysis,,  cold-based  spells  and 


poison.  However,  it  (and  its  host)  takes  2d4  points  of  damage 
from  a  vial  of  holy  water,  A  protection  from  evil  spell  will  block 
its  possession  attack.  A  dispel  evil  exorcises  it  from  its  host  and 
gives  the  host  immunity  as  if  a  successful  saving  throw  had 
been  made,  A  holy  word  immediately  exorcises  ail  ekimmu  in 
its  area  and  drives  them  away  ending  the  encounter. 

If  the  characters  can  find  the  remains  of  the  ekimmu  and 
give  it  a  proper  burial,  the  ekimmu  will  dissipate,  abandoning 
any  host  it  controls. 

An  ekimmu  outside  a  host  body  can  be  turned  as  a  vampire. 
Note:  A  group  of  ekimmu  can  be  especially  deadly  since  each 
ekimmu  can  attack  each  character  in  the  group.  The  DM 
should  exercise  special  care  when  preparing  an  encounter 
with  multiple  ekimmu. 

Habitat/Society;  Ekimmu  are  most  likely  to  be  found  in 
wilderness  areas  where  no  one  has  found  their  remains  and 
given  them  proper  funeral  rites.  Ruins  and  isolated  caverns 
are  among  their  most  common  haunts. 

Ekimmu  usually  remain  dose  to  the  spot  they  died,  but  are 
not  bound  to  it;  many  roam  at  will,  A  wandering  ekimmu  usu¬ 
ally  returns  to  the  site  of  its  death  every  few  days.  Seeing  its 
unburied  remains  again  rekindles  its  anger  and  hatred, 

Ekimmu  are  solitary,  but  sometimes  form  bands  to  better 
vent  their  hatred.  Bands  are  most  likely  when  the  individuals 
died  in  the  same  place  at  the  same  time. 

Ecology:  Ekimmu  try  to  destroy  any  intelligent  life  that  they 
encounter.  As  long  as  its  remains  are  unburied,  a  dissipated 
ekimmu  will  eventually  reform,  though  this  may  take  some 
days  or  weeks. 


48 


Elemental,  Nature 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Forest 
Very  rare 
Solitary 
Any 

Unknown 
Average  (8—101 
Nil 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS; 
MOVEMENT: 

HIT  DICE; 

THACO: 

NO.  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 

MAGIC  RESISTANCE; 
SIZE; 

MORALE: 

XP  VALUE: 


1 

0 

12 

18 

5 

2 

5dl0/5dl0 

Nil 

Regeneration,  immune  to  protection 
from  evil 

m 

G  (35' +  tall) 

Fearless  (20) 

15,000 


The  nature  elemental  Ls  composed  of  earth,  fire,  water,  and  air, 
as  well  as  the  force  that  some  sages  call  the  fifth  element, 
spirit,  or  life.  The  nature  elemental  is  one  of  the  most  powerful 
of  elemental  beings. 

Upon  being  summoned,  the  nature  elemental  takes  on  a 
roughly  humanoid  appearance.  It  is  gigantic,  and  easily 
attains  heights  of  35  or  more  feet,  ft  looks  like  a  walking 
humanoid  composed  of  the  natural  materials  of  the  location 
into  which  it  is  summoned.  Generally,  the  elemental  appears 
as  an  earthen  form  covered  in  sod  and  shrubs,  with  small 
rivulets  running  over  its  body  in  defiance  of  gravity,  and 
small  animals  moving  over  it.  A  nature  elemental  does  not 
speak  and  is  summoned  for  one  task  only:  to  return  a  certain 
area  to  an  uncultivated  state,  Things  such  as  villages,  build¬ 
ings,  and  even  human  and  humanoid  creatures  are  destroyed 
by  the  elemental  in  the  process  of  performing  its  duty.  Even 
the  smallest  grass  hut  is  not  above  the  notice  of  the  elemental. 
The  only  persons  immune  to  the  elemental's  fury  are  the 
caster  of  the  summoning  spell  and  up  to  10  people  per  caster 
level  within  a  100-yard  radius,  designated  by  the  summoner 
upon  executing  the  spell. 

Combat:  Fighting  a  nature  elemental  is  extremely  difficult. 
Most  people  would  prefer  to  avoid  one  rather  than  confront  it 
To  kill  a  nature  elemental,  one  must  deal  damage  in  one  round 
equal  to  the  creature's  total  hit  points;  otherwise,  it  regenerates 
all  damage  it  has  sustained  at  the  end  of  the  round.  If  the  ele¬ 
mental  is  somehow  separated  from  contact  with  its  surround¬ 
ing  environment  (including  air),  it  cannot  regenerate. 
However,  the  circumstances  that  would  isolate  it  in  this  man¬ 
ner  are  extremely  hard  to  generate  (place  it  magically  in  a  vac¬ 
uum,  tug  it  into  wildspace,  etc  ). 

If  confronted,  the  massive  fists  of  the  elemental  strike  twice 
per  round  for  5d  10  points  of  damage.  The  creature  has  the 


equivalent  of  titan  strength  (Strength  25).  Magical  hems  the 
creature  moves  across  (not  simply  magical  weapons  used  to 
attack  if)  must  make  a  saving  throw  vs.  disintegration  or  be 
restructured  into  the  new  environment  and  destroyed.  The 
elemental  never  tires,  but  will  disperse  after  its  1-mile  area  is 
"renovated"  or  24  hours  have  elapsed. 

Habitat/Society:  The  origin  of  this  elemental  is  a  mystery, 
since  its  exact  home  plane  of  existence  is  unknown.  Likewise, 
the  details  of  its  life  are  unknown;  it  is  not  native  to  the  Prime 
Plane,  nor  does  it  remain  more  than  24  hours  after  its  sum¬ 
moning  spell  is  cast.  Some  theorize  that  a  nature  elemental  is 
actually  a  minor  avatar  of  a  nature  deity.  Most  sages  hold  to 
this  for  lack  of  a  better  explanation 

Ecology:  The  nature  elemental  actually  restructures  its  immedi¬ 
ate  environment.  New  plants  grow  to  a  mature  state  in  its  wake 
almost  immediately  animals  are  attracted  overnight  to  the  loca¬ 
tion,  water  sources  are  purified,  and  signs  of  destruction,  culti¬ 
vation,  and  civilized  habitation  or  influence  disappear. 

On  Toril,  the  nature  elemental  is  a  being  whose  origins  date 
back  to  the  height  of  Nether  11,  and  adventurers  can  find  the 
spell  to  summon  one  only  in  libraries  and  tombs  dating  back 
more  than  2,000  years. 


49 


Elf,  Winged  (Avariel) 


CLIMATE/TERRAIN: 

FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  to  subtropical  moun¬ 
tains,  forests 
Rare 
Bands 
Any 

Omnivore 

High  to  Supra-  (14-20) 
N(G,S,T) 

Neutral  or  chaotic  good 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK; 
SPECIAL  ATTACKS: 

SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


5-20 

8(10) 

9,  FI  18{C) 

1+1 

19 

1 

By  weapon 

+1  with  lasso,  bolo,  or  sword, 
wing  buffet 
See  below 
Nil 

M  (5f+ tall) 

Champion  (15) 

650 


The  winged  elves,  or  avariel.  are  a  rare  race  of  reclusive  elves 
who  dwell  high  in  mountains  or  forests,  away  from  other  civi¬ 
lizations,  They  appear  even  more  delicate  than  their  land- 
bound  brethren;  their  facial  features  are  even  more  chiseled 
and  angular  Their  most  stunning  characteristic,  however,  is 
their  beautiful,  soft  wings.  Although  their  wrings  axe  generally 
white,  avariel  have  been  seen  with  wings  whose  colors  range 
to  black.  The  wings  are  their  pride  and  joy,  and  an  avariel  who 
has  lost  his  wings  is  intensely  pitied  by  the  others.  Since  elves 
do  not  generally  accept  the  pity  of  others,  a  wingless  avariel 
often  leaves  the  community  to  find  a  life  else  w  he  re. 

Avariel  eyes  tend  to  be  a  little  larger  than  most  elves', 
although  they  are  the  same  colors  that  most  grey  elves  and  high 
elves  possess.  Their  hair  is  most  often  white  or  black,  but  there 
have  been  numerous  exceptions.  The  avariel  have  a  tendency  to 
adopt  a  far-off  look  in  their  eyes  when  their  immediate  attention 
is  not  required.  They  are  very  much  at  home  in  the  outdoors, 
and  they  appear  out  of  place  indoors  or  underground, 

Avariel  clothing  Is  most  reminiscent  of  togas,  for  other  types 
of  clothing  often  snag  on  their  wings.  Togas  and  their  like 
wrap  easily  around  the  avariel  shod y  and  wings. 

Combat:  To  those  not  bred  to  aerial  combat,  the  avariel  are  a 
confusing  opponent.  While  most  humanoids  tend  to  think 
two-dimensionally  in  combat,  the  avariel  think  in  a  third 
dimension,  which  they  utilize  to  devastating  effect, 

They  have  incredible  eyesight.  Not  only  do  they  have  the 
standard  elven  infravision,  when  flying  or  outdoors  they  can 
focus  their  vision  to  notice  details  at  over  a  mile  away  or  those 
obscured  by  underlying  forest,  They  use  this  perception  to 
maximum  advantage  and  thus  are  excellent  scouts. 

From  a  distance,  avariel  in  flight  appear  as  large  birds,  Thus, 
while  opponents  may  notice  their  silhouettes,  they  usually 
disregard  them.  This  has  more  than  once  resulted  in  the  nearly 
total  elimination  of  enemy  forces.  Since  the  avariel  are  efficient 
hunters,  they  ruthlessly  stalk  those  who  have  escaped  the  bat¬ 
tlefield,  more  often  than  not  finding  and  destroying  those  who 
would  report  their  presence. 

In  combat,  avariel  prefer  to  use  light  weapons,  for  heavier 


ones  inhibit  their  flight.  The  lasso,  hola,  and  sword  are  their 
weapons  of  choice,  and  they  gain  a  +1  to  hit  when  using  these 
weapons.  Note  that  the  momentum  generated  by  any  sword 
longer  than  a  long  sword  interferes  with  flying.  For  this  rea¬ 
son,  they  use  bastard  swords  and  two-handed  swords  only  in 
foot  combat,  and  do  not  gain  the  +1  bonus  with  them,  Avariel, 
unlike  other  elves,  have  a  difficult  time  using  ordinary  bows. 
Their  wings  interfere  with  the  smooth  movements  required  to 
fire  a  bow,  and  they  therefore  do  not  gain  the  +1  bonus  other 
elves  have  when  using  bows. 

The  strength  of  the  avariel  is  also  their  downfall.  If  they  lose 
more  than  50%  of  their  hit  points  in  damage,  they  become  too 
weak  to  fly  and  must  continue  their  battle  on  the  ground. 
Until  they  lose  75%  of  their  hit  points,  they  can  glide  for  short 
distances.  They  can  also  jump  to  a  height  of  10  feet. 

Their  wings  are  susceptible  to  fire,  and  bum  quickly  once  set 
ablaze.  Only  several  weeks  of  recuperation  will  restore  fire- 
damaged  wings  to  flying  condition.  A  favorite  tactic  of  some 
enemies  is  to  launch  a  fireball  into  the  midst  of  a  group  of  high¬ 
flying  avariel  and  watch  them  plummet  to  their  deaths.  Because 
of  this,  avariel  are  highly  suspicious  of  fire-using  mages  and 
will  never  fully  trust  these  individuals,  even  if  they  are  elves. 

Another  weakness  of  the  avariel  is  claustrophobia.  They 
cannot  bear  to  be  in  closed  places,  most  especially  under  the 
earth.  If  confined  in  such  a  space,  avariel  must  make  a  Wis¬ 
dom  check  every  day  they  are  confined.  Failure  spells  tempo¬ 
rary  insanity;  the  avariel  will  become  violent,  catatonic,  or 
panicked  until  he  or  she  reaches  open  air.  If  more  than  four 
Wisdom  checks  are  failed,  the  insanity  is  permanent  until 
countered  by  a  heal  spell  or  the  equivalent. 

Winged  elves  can  carry  a  mass  equal  to  their  own  body  weight 
before  their  wings  will  not  support  them.  If  they  carry  more  than 
light  encumbrance,  their  maneuverability  becomes  Class  D. 

Avariel  can  become  fighters  (not  rangers  or  paladins), 
mages,  and  clerics,  as  well  as  the  multi-class  combinations 


50 


Elf,  Winged  (Avariel) 


available  to  these  three.  There  are  no  recorded  instances  of 
avariel  rogues.  For  every  five  avariel  in  a  group,  there  will  be  a 
fighter  of  at  least  3rd  level.  For  every  10,  there  will  be  a  mage 
of  level  equal  to  the  fighter.  Groups  of  20  will  be  led  by  a 
multLcEass  7th-level  fighter/7th-level  mage,  as  well  as  a 
fighter  of  6th  level,  a  mage  of  5th  level,  and  a  cleric  of  6th  level, 
in  addition  to  the  exceptional  individuals  in  the  four  groups  of 
5  and  two  groups  of  10. 

Habitat/Society:  fn  some  areas,  avariel  are  known  as  "A1 
Karak  Elam/'  and  non-elf  races  have  built  mythologies  around 
them.  Occasionally  certain  mischievous  avariel  have  contacted 
humans,  pretending  to  be  agents  of  a  higher  power.  The  older 
avariel  object  because  it  leads  humans  to  search  for  them,  but 
this  ban  has  not  yet  stopped  any  of  the  younger  winged  elves. 
However,  as  the  avariel  become  more  common,  instances  of 
this  activity  have  lessened  dramatically 

As  among  other  elves,  the  avariel  have  adapted  to  their 
environments,  There  is  no  exclusion  based  on  gender;  females 
often  hold  as  many,  ii  not  more,  positions  of  power  within  an 
avariel  community 

Two  types  of  avariel  society  are  especially  common,  no  mat¬ 
ter  what  the  environment.  Both  draw  on  aspects  of  the  elven 
heritage  to  the  exclusion  of  others.  However,  the  two  types  of 
society  are  never  found  far  from  one  another,  so  that  they  may 
more  easily  communicate. 

Many  of  the  avariel  have  bred  themselves  for  combat.  Much 
of  this  avariel  society  is  based  on  a  warrior  code  of  honor, 
seeking  greater  glory  for  themselves  and  their  allies.  Their 
lives  are  geared  to  war  and  battle,  and  they  answer  to  their 
war  chiefs.  These  avariel  are  the  most  feared  by  the  humanoid 
nations,  for  they  are  a  deadly  foe,  They  have  little  of  the 
respect  of  iandbound  elves  for  the  lives  of  others;  instead  they 
live  for  the  fight  and  for  the  destruction  of  their  opponents* 
They  are  a  proud,  hearty  group,  and  form  eternal  friendships 
with  those  who  earn  their  trust.  Though  they  care  little  for  the 
lives  of  their  enemies,  they  try  to  live  theirs  to  the  fullest. 

The  other  half  of  avariel  society  knows  little  of  war.  These 
avariel  focus  mainly  on  the  arts  and  the  intellectual  aspects  of 
life.  Where  the  other  avariel  make  much  of  war  and  warrior 
ritual,  these  avariel  rely  on  their  brains  and  diplomatic  ability'. 
They  are  a  population  of  artists  and  philosophers,  creating  for 
the  sheer  fov  of  creation. 

The  relations  between  the  two  halves  of  avariel  community 
are  perfectly  harmonious,  and  they  stay  in  constant  communi¬ 
cation.  Both  respect  the  other  greatly  often  trading  their  youths 
in  cultural  exchange  programs  Since  their  children  are  often 
curious  about  the  other  aspect  of  their  culture,  they  are  given 
the  chance  to  participate  in  that  feature  for  a  time,  leading  to  a 
well-balanced  elf.  Strangely  after  experiencing  the  other  side  of 
life  for  a  few  decades,  most  avariel  are  eager  to  return  to  their 
original  homes  and  lead  the  lives  to  which  they  were  bom. 

Of  course,  there  are  more  than  just  these  two  avariel  soci¬ 
eties;  these  are  just  the  most  common.  There  are  others  that 
have  a  more  equal  footing  between  the  aspects  of  their  society 
others  that  are  better  balanced.  However,  none  of  these  seems  to 


have  flourished  so  well  as  the  warrior /thinker  combination. 
These  two  have  somehow  achieved  a  harmony  that  makes  their 
civilizations  greater  than  others.  The  creative  and  destructive 
impulses,  when  paired,  make  the  avariel  a  formidable  opponent. 

the  avariel  are  a  particularly  religious  sect  of  elves, 
although  they  are  not  fanatical  about  promoting  their  beliefs. 
They  worship  Aerdrie  Faenya,  the  elven  goddess  of  air  and 
weather,  almost  exclusively  They  believe  that  it  is  due  to  her 
intervention  that  they  are  able  to  survive  at  all,  and  they  make 
their  obeisance  to  her  accordingly.  They  also  believe  that  she 
takes  a  more  direct  hand  in  their  lives  than  the  gods  of  other 
elves.  Her  worship  keeps  the  warrior  avariel  from  becoming 
enamored  of  law,  thus  remaining  elves  at  heart. 

The  weapons  carried  by  avariel  are  usually  of  glass  or 
obsidian,  as  the  open  forges  used  by  other  races  to  shape  metal 
can  singe  their  wingfeathers.  Avariel  use  closed  furnaces  to 
shape  glass  into  workable,  durable  weapons.  Avariel  glas- 
smiths  are  master  crafters,  Any  metal  weapons  that  the  avariel 
have  are  the  result  of  trade  with  other  races  or  other  elves. 
Glass  weapons  designed  by  avariel  may  occasionally  break  in 
combat.  (On  a  natural  roll  of  20r  roll  ld6;  the  weapon  shatters 
on  a  roll  of  1-3.) 

Ecology:  No  one  knows  whether  the  avariel  are  a  natural  off¬ 
shoot  of  the  elven  race  or  the  result  of  powerful  magics.  Some 
claim  the  avariel  are  the  original  elves  and  that  the  other  elves 
have  fallen  from  this  high  state.  Most,  however,  maintain  that 
the  avariel  are  the  result  of  magic  that  combined  elves  with 
their  beloved  giant  eagles. 

The  avariel  keep  in  contact  with  other  elves,  but  the  winged 
elves  tend  to  be  somewhat  above  the  affairs  of  the  world. 
Nothing  concerns  them  overmuch,  unless  it  impinges  upon 
them.  They  usually  try  to  avoid  contact  with  other  races, 
despite  the  fact  that  some  avariel  insist  on  seeing  the  world. 

Avariel  do  not  lay  eggs,  contrary  to  popular  speculation. 
Like  birds,  they  have  hollow  bones,  making  them  more  fragile 
than  the  typical  elf  Without  hollow  bones,  they  could  not  fly. 
Even  so,  flying  causes  some  discomfort  because  it  is  strenuous 
exercise  to  keep  so  much  weight  aloft.  However,  Lhe  pain  is  a 
minor  inconvenience,  for  the  sheer  joy  of  flying  is  so  intoxicat¬ 
ing,  Each  hour  of  flight,  the  avariel  must  make  a  successful 
Constitution  check.  Those  who  fail  cannot  fly  for  at  least  half 
an  hour  for  every  two  hours  of  flight  prior  to  the  check. 

Avariel  wings  are  sought  by  mages  and  evil  giants.  The 
mages  use  the  wings  in  creating  potions  and  imrgs  of  flying, 
and  will  often  pay  huge  amounts  for  any  brought  to  them.  The 
giants,  on  the  other  hand,  use  the  avariel  s  wings  as  decora¬ 
tions  for  headgear.  They  think  it  looks  particularly  fine  to  have 
a  beautiful  pair  of  wings  on  their  war  helmets. 

Avariel  do  not  remain  in  the  world  as  long  as  most  elves. 
Their  typical  span  is  only  300  years  because  they  feel  the  caU 
of  the  unknown  so  much  more  clearly  than  other  elves.  Thus, 
they  tend  to  act  more  human  than  other  elves  because  they 
know  that  they  have  less  time  than  other  elves.  They  take 
things  more  seriously  and  try  to  fit  in  as  much  living  as  possi¬ 
ble.  They  are  not  as  frantic  as  humans,  but  they  do  try  to 
accomplish  many  things  before  their  departure. 


51 


Fish 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Floating  Eye 

Any  ocean 

Rare 

School 

Any 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Hellish 

Any  water 
Uncommon 

Den 

Any 

Omnivore 

Low  (5) 

Nil  (Qx3) 

Neutral 

Masher 

Tropical  coral  reef 
Uncommon 

School 

Night 

Carnivore 

Non-  (0) 

Nil 

Neutral 

Verme 

Any  large  river 

Very  rare 

Solitary 

Any 

Carnivore 

Animal  (1) 

Incidental  (see  below) 
Neutral 

NO.  APPEARING; 

1-12 

20-70 

2-8 

i 

ARMOR  CLASS; 

9 

5 

7 

3/8  (head/bodv) 

MOVEMENT; 

Sw  30 

Sw  12 

Sw  9 

3,  Sw  18 

HIT  DICE; 

1-4  hp 

1-3 

8 

18+18 

THACO: 

20 

1-2  HD:  19 

3  HD:  17 

13 

5 

NO.  OF  ATTACKS; 

Special  only 

1 

1 

1 

DAMAGE/ATTACK: 

Nil 

1 

5d4 

7d4 

SPECIAL  ATTACKS: 

Hypnotism 

Heat 

Nil 

Swallow  whole 

SPECIAL  DEFENSES: 

Nit 

Nil 

Poison  spines 

See  below 

MAGIC  RESISTANCE; 

Nil 

Nil 

Nil 

Nil 

SIZE: 

S  (1  *  long) 

S(r-3r  long) 

H  {12-15'  long) 

G  (50'— 80'  long) 

MORALE: 

Unsteady  (5) 

Unsteady  (7) 

Average  (Ifl) 

Champion  (15) 

XP  VALUE: 

35 

Varies 

1,400  ' 

14,000 

Floating  Eye 

Floating  eyes  are  one  of  the  undersea  wonders,  a  salt-water 
fish  of  very  unusual  nature.  The  floating  eye  has  a  transparent 
body,  practically  invisible  in  the  water,  with  a  single  large  eye 
of  about  three  inches  in  diameter  (about  the  only  thing  that  is 
readily  visible  of  the  fish).  The  eye  is  mostly  milky  white,  with 
a  large  black  pupil  If  the  pupil  is  gazed  upon,  tiny  bolts  of 
light  appear  to  streak  out  from  the  center  every  few  seconds. 

Combafc  The  floating  eye  is  a  poor  combatant  but  it  lias  a  sig¬ 
nificant  effect  on  its  surroundings.  Any  creature  that  is  within 
30  feet  and  stares  into  the  eye  must  roll  a  successful  saving 
throw  vs.  paralyzatiort  or  hang  immobile  in  the  water,  hypno¬ 
tized.  This  is  a  useful  defense  for  the  floating  eye,  Another 
good  defense  is  the  floating  eye's  speed,  as  it  is  one  of  the 
fastest  underwater  creatures. 

Predatory  marine  animals,  such  as  piranhas,  sharks,  or 
manta  rays,  have  learned  to  keep  close  to  floating  eyes,  while 
avoiding  their  hypnotic  effects.  These  fish  then  attack  any 
large  prey  that  is  immobilized  by  the  school  of  floating  eyes. 
The  eyes  feed  upon  the  scraps  that  remain. 

Habitat/Society:  Floating  eyes  silently  patrol  their  oceans, 
looking  for  small  creatures  they  can  hypnotize  and  eat.  They 
are  mild  and  non-aggressive,  keeping  In  schools  of  a  dozen  or 
fewer.  They  abandon  their  young  at  birth  and  if  lacking  food 
they'  will  eat  the  small  floating  eyes. 

Ecology;  The  floating  eye  does  not  have  a  significantly  damag¬ 
ing  attack,  if  it  was  alone  with  man-sized  prey,  it  might  be  able 
to  cause  1  point  of  damage  every  ten  rounds  or  so.  On  the 
whole,  it  prefers  brine  and  plankton.  However,  the  symbiotic 
relationship  mentioned  above  works  well,  and  virtually  every 
pack  of  floating  eves  has  a  following  of  predator  fish 

Some  adventurers  have  tried  to  imitate  the  predators'  trick 
by  capturing  and  carrying  floating  eyes.  But  the  floating  eye 

52 


loses  its  magical  powers  immediately  upon  death,  and  there 
are  difficulties  with  carrying  fishbowls  into  perilous  situations. 

Alchemists  have  for  many  years  sought  floating  eyes.  Most 
are  certain  that  the  eye  is  useful  as  an  ingredient  in  some 
potion  or  scroll  ink,  but  as  yet  no  specific  use  has  been  found. 


Fish 


Hetfish 

The  hetfish,  or  hot  fish  as  some  sailors  know  it,  is  another  won* 
der  of  the  undersea  world*  It  is  a  small  {one  to  three  feet  long) 
si Iver-and -orange  fish,  whose  skin  is  covered  by  unseemly 
bumps  and  boils*  Jt  is  found  in  both  fresh  and  salt  water,  from 
arctic  climes  to  boiling  hot  springs*  its  basic  body  shape 
resembles  that  of  a  piranha,  although  it  has  neither  the 
piranha's  teeth  nor  its  distinctive  underbite* 

Combat:  Hetfish  have  super-heated  bodies  whose  tempera¬ 
tures  exceed  350  degrees  Fahrenheit.  This  effectively  turns  the 
water  within  several  inches  of  them  to  steam. 

When  their  den  is  disturbed,  these  fish  swarm  or  masse  to 
meet  the  intruder.  Each  hetfish  has  as  many  Hit  Dice  as  feet  in 
length  (one  to  three),  and  the  entire  den  bumps  or  rams  the 
intruders,  doing  1  point  of  damage  per  fish.  Hetfish  have  been 
known  to  continue  these  attacks  indefinitely,  long  after  the  tar¬ 
get  has  been  boiled  to  bone. 

Even  if  a  victim  cannot  be  touched  directly,  he  can  be 
injured  by  merely  remaining  in  the  vicinity  of  hetfish  for  too 
long.  Every  round  a  creature  swims  within  20  feet  erf  a  den  of 
hetfish,  it  suffers  2  points  of  damage  from  the  hot  wafer: 

Hetfish  are  possessed  of  a  simple  intelligence;  they  are 
attracted  to  bright,  shiny  things,  particularly  gemstones  A 
hetfish  coral  den,  when  broken  open,  contains  one  gemstone 
for  each  fish,  w ith  a  base  value  of  10  gp.  Some  hetfish  commu¬ 
nities  have  learned  that  ships  often  carry  such  pretty  things, 
and  they  try  to  ram  ships  and  sink  them  for  treasure.  Wooden 
ships  sustain  i  point  of  hull  damage  per  1 5  Hit  Dice  of  hetfish 
attacking,  per  round. 

Habita I/Society:  Hetfish  live  in  large  communal  dens.  They 
are  about  as  intelligent  as  bright  dogs,  or  particularly  dull 
gnolls.  They  have  nothing  resembling  a  language.  They  seem 
content  to  swum  about  and  patrol  a  territory  that  is  50  feet  in 
radius  per  hetfish  in  the  den.  Any  creature  entering  this  area  is 
considered  lair  prey  by  the  fish,  regardless  of  its  size  or  feroc¬ 


ity.  There  are  very  few  creatures  that  can  endure  30-40  points 
of  damage  each  round,  and  thus  there  are  very  few  creatures 
that  live  in  the  hetfish 's  territory. 

Ecology:  It  seems  that  the  hetfish  requires  a  steam  environ¬ 
ment  for  respiration,  as  it  is  unable  to  breathe  water.  How  it 
continues  to  buoy  itself  up  in  the  water  is  just  one  of  the  het- 
fishJs  mysteries.  However,  because  of  its  heat-producing  pow¬ 
ers,  the  hetfish's  greatest  threats  a ie  civilized  races. 
Underwater  races,  such  as  the  tritons,  hunt  hetfish  ruthlessly, 
as  the  super-heated  fish  are  an  environmental  hazard  in  any 
but  the  hottest  natural  springs.  Surface  dwellers  hunt  hetfish 
as  well,  not  merely  for  the  gemstones  the  fish  collect  or  to 
guard  against  hetfish  sinking  more  boats.  Alive,  the  animals 
arc  worth  lOdlO  gp  apiece  to  alchemists  and  sages,  for  no  one 
has  yet  learned  the  secret  of  the  hetfislTs  strange  properties, 
which  resemble  those  of  the  remorhaz. 


Masher 

The  masher,  or  coral  masher,  still  another  wonder  of  the  under¬ 
sea  world,  is  a  large,  worm-like  fish  that  moves  slowly  along 
coral  reefs,  crushing  and  digesting  the  coral.  A  masher  is 
longer  than  most  humanoid  races  are  tall,  and  it  is  colored  a 
rusty  red  with  two  bright  blue  dorsal  ridges. 

The  coral  masher  is  not  an  aggressive  creature,  but  it  Ls  eas¬ 
ily  surprised.  Sf  it  feels  threatened,  it  attacks  in  self-defense* 

Each  of  its  dorsal  ridges  carries  two  to  four  spines,  each  four 
feet  long  or  longer,  and  each  able  to  secrete  a  virulent  poison. 
When  threatened,  the  masher  flares  these  ridges,  keeping  ene¬ 
mies  at  bay.  Any  attacker  must  either  use  a  weapon  with  a 
thrusting  tip  at  least  six  feet  from  the  hand,  or  be  struck  with  a 
spine  (requiring  a  successful  saving  throw  vs.  poison  to  pre¬ 
vent  death  after  one  turn;  a  successful  saving  throw  indicates 
no  damage)  - 

Some  adventurers  have  spread  rumors  that  the  coral  masher 
can  be  successfully  attacked  by  positioning  oneself  directly  in 


53 


Fish 


front  of  or  beneath  the  creature.  This  is  poor  advice;  the 
masher  can  maneuver  much  faster  than  humanoid  attackers, 
and  it  can  twist  or  roll  to  injure  its  attackers. 

The  masher's  poison  is  very  complex;  no  known  antidote 
exists,  save  such  spells  as  neutralize  poison.  For  this  reason,  the 
coral  masher  is  harassed  now  and  again  for  its  venom. 


Verme 

The  verme  is  the  largest  of  fish,  yet  another  wonder  of  the 
undersea  world  It  resembles  a  giant  catfish,  except  that  it  has 
large,  thick,  slime-covered  scales  and  hundreds  of  long,  nee- 
dle-like  teeth.  It  is  yellow  along  its  belly,  with  its  flanks  dark 
brown  shading  to  a  mottled  green-and -brown  back. 

Although  the  verrne  is  gigantically  long,  it  is  flatfish  along 
its  belly,  and  wider  than  it  is  high.  This  enables  it  to  lurk  on  the 
bottom  and  swim  in  reasonably  shallow  rivers. 


The  verrne  is  a  voracious  carnivore,  eating  two  tons  of  meat 
each  day  to  sustain  itself.  Should  a  character  attempt  a  speak 
with  animals  spell  on  a  verme,  the  fish  will  express  no  surprise 
that  it  is  being  spoken  to.  Indeed,  it  will  only  grow  irritated 
that  someone  is  keeping  it  from  eating  its  fill. 

Combat:  A  verme's  head  is  covered  with  a  thick  bone  plate, 
giving  it  an  Armor  Class  of  3.  The  body  is  AC  8. 

A  verme  swallows  any  opponent  under  12  feet  tall  should 
it  score  a  hit.  It  tries  to  swallow  those  characters  who  are 
attacking  its  head  before  maneuvering  to  reach  those  beating 
on  its  sides.  The  victim  suffers  3d8+4  points  of  damage  upon 
being  swallowed,  and  an  additional  2d8  points  of  acid  dam¬ 
age  each  round  thereafter.  No  matter  how  many  points  of 
damage  a  creature  inside  a  verme  has  suffered,  it  dies  in  six 
rounds  and  dissolves,  A  verme  is  AC  10  when  attacked  from 
the  inside. 

The  monster  fish  is  able  to  upset  almost  any  boat  and  ships 
of  up  to  small  galley  size  when  hungry  and  seeking  food. 

Its  thick,  slime-covered  scales  make  edged  weapons  almost 
useless.  Such  attacks  inflict  only  1  point  of  damage  each  blow. 
Fire-based  attacks  inflict  half  damage,  unless  an  attack  strikes 
the  inside  of  the  mouth  or  somewhere  internally,  In  the  latter 
case,  the  damage  is  enhanced,  gaining  a  +1  bonus  per  die  of 
i  damage. 

Habitat/Society;  Verme  usually  inhabit  great  rivers,  but 
sometimes  venture  into  saltwater.  Regardless  of  the  locale,  it 
prefers  warm  water  with  an  abundance  of  food,  such  as  fish, 
reptiles,  cattle,  humans,  or  virtually  anything  else. 

Because  verme  can  swallow  prey  whole,  even  animals  the 
size  of  water  buffaloes,  their  stomachs  might  contain  metallic 
items  or  other  indigestible  material. 

Ecology:  A  verme  spells  ecological  disaster  for  whatever  area 
it  settles  in.  It  can  scour  rivers  dean  of  fish,  or  rid  swamps  of 
all  water-borne  life.  Verme  have  destroyed  the  economies  of 
entire  city-states  just  by  roaming  the  waters  upriver.  A  verme 
appearing  in  a  city's  waterways  is  a  frightening  prospect 

Adventuring  parties  occasionally  hunt  verme  for  their  dor¬ 
sal  scales,  which  can  be  powdered  and  used  as  one  ingredient 
in  the  ink  for  a  shield  spell.  The  scales  from  one  verme  can  sup¬ 
ply  enough  material  for  several  dozen  spells. 


54 


Fish,  Subterranean 


Wattley  Lemon  Fish  I  rri  descent  Plecoe 


CLIMATE/TERRAIN: 

FREQUENCY: 

Rare 

Underground  pools,  streams,  and  rivers - 

Uncommon 

Very  rare 

ORGANIZATION: 

School 

Solitary 

School 

ACTIVITY  CYCLE: 

Any 

Night 

Any 

DIET: 

Omnivore 

Carnivore 

Omnivore 

INTELLIGENCE: 

Semi-  (2—4) 

Non-  (0) 

Animal  (1) 

TREASURE: 

Special 

Nil 

Special 

ALIGNMENT: 

Neutral 

Neutral 

Neutral 

NO,  APPEARING: 

10-40 

1-3 

10-100 

ARMOR  CLASS: 

8 

6 

9 

MOVEMENT: 

Swlfi 

Sw  24 

Sw  12 

HIT  DICE: 

1 

4  to  9 

M 

THAC0: 

19 

4  HD:  17 

5-6  HD:  15 

7-8  HD:  13 

9  HD:  11 

20 

NO,  OF  ATTACKS: 

1  4-  paralysis 

2  (bite/tail) 

1  +  disease 

DAMAGE/ ATTACK: 

ld2 

4-6  HD:  2d4/4-6  hp  +  poison 
7-8  FID:  2d6/7-8  hp  +  poison 

9  HD:  2d8/  9  hp  +  poison 

1  hp 

SPECIAL  ATTACKS: 

Paraivsis 

Poison 

Disease 

SPECIAL  DEFENSES: 

NU 

Stun  cloud 

Nil 

MAGIC  RESISTANCE: 

Nil 

40% 

Nil 

SIZE: 

T(6VUk>ng) 

S-M  (2' -6'  long) 

T  (6"-2'  long) 

MORALE: 

Steady  (11) 

Steady  (11) 

Elite  (13) 

XP  VALUE: 

35 

4  HD:  270 

5-6  HD;  420 

7-8  HD:  975 

9  HD:  1,400 

35 

Although  many  fish  species  are  unique  to  subterranean  fresh 
waters,  three  varieties  in  particular  pose  problems  to  creatures 
that  pass  through  Undermountain's  waterways:  they  are  the 
wattley,  the  lemon  fish,  and  the  iridescent  plecos.  These  fish 
are  found  in  bodies  of  water  where  luminous  lichen  or  other 
sources  provide  a  setting  that  approximates  natural  lighting. 
They  particularly  thrive  in  the  underground  caverns  of  Under- 
mountain  where  the  forest  streams  of  Wv  How  wood  and  the 
River  Sargauth  flow. 

While  not  as  vicious  as  barracuda  or  piranha,  these  fish  are 
carnivorous  and  enjoy  the  taste  of  flesh,  attacking  creatures  of 
rat  size  and  larger  (even  larger  than  themselves)  when  they 
are  hungry.  They  can  subside  on  creatures  smaller  than  that 
but  they  must  eat  a  large  amount  to  provide  a  good  meal.  The 
fish  are  docile  and  nearly  harmless  if  they  have  fed  recently. 

Wattley 

Perhaps  the  most  beautiful  of  the  subterranean  fish,  wattley s 
are  oval-shaped,  looking  like  near-circles  with  sharp,  tiny 
teeth  and  lacy  fins.  The  fish  are  from  one  to  three  inches  thick. 
Brilliant  stripes  cover  their  bodies,  and  have  caused  sages  to 
believe  there  are  several  varieties  of  wattley s.  Green-,  blue-, 
and  brown-striped  fish  have  been  caught,  and  rare  solid  blue 
and  green  wattley s  have  been  seen. 

These  are  dearly  the  most  intelligent  of  the  subterranean 
fish.  In  schools  led  by  a  single  fish,  usually  the  largest  and  old¬ 
est  (delivering  1—4  points  of  biting  damage  because  of  its  size), 
they  congregate  in  groups  of  10  to  40  where  they  will  be  safer 
from  predators.  At  night,  schools  come  together  in  larger 
groups  for  even  greater  protection,  sometimes  numbering  as 
many  as  300  fish  altogether. 

Watt  levs  are  voracious,  consuming  at  least  their  weight  in 


food  every  three  days.  The  bite  of  a  wattley  contains  a  para¬ 
lytic  venom.  All  creatures  of  2  Hit  Dice  or  fewer  are  automati¬ 
cally  paralyzed  if  bitten  bv  one  of  these  fish.  Creatures  of 
greater  Hit  Dice  must  make  a  successful  saving  throw  vs.  poi¬ 
son  or  fall  unconscious  for  3d6  rounds,  minus  a  number  of 
rounds  equal  to  their  Hit  Dice.  A  saving  throw  must  be  made 
for  each  bite,  An  entire  school  hunts,  using  their  paralytic  bites 
to  bring  down  large  prey  so  all  members  can  feed. 

Unsuspecting  adventurers  wading  through  underground 
rivers  and  streams  have  found  themselves  floating  helpless  in 
the  w  ater  after  a  single  bite  from  these  fish.  Creatures  not  able 
to  breathe  water  often  drown  before  the  paralysis  w  ears  off. 
Watt  leys  mate  for  life,  and  each  pair  produces  111-100  eggs 
every  three  months,  with  10d4  surviving  to  reach  maturity. 

Despite  the  danger,  wattley s  are  hunted  by  humans  and 
demihumans  traveling  underground.  These  hunters  throw 
small  animals  and  fresh  meal  into  water  inhabited  by  the  fish. 
When  the  fish  eat  and  become  sated,  the  fishermen  wade  into 
the  water  and  net  as  many  fish  as  possible  before  they  flee. 
The  flesh  of  wattley s  is  delicious,  and  their  organs,  properly 
prepared,  can  be  used  in  the  creation  of  paralytic  poisons  and 
salves.  In  addition,  their  scales  are  used  to  decorate  clothing 
and  jewelry.  Live  wattley  &  can  be  sold  for  2-12  gp  apiece 
(depending  on  size  and  coloration)  to  wealthy  surface  dwellers 
who  stock  the  fish  in  ponds  and  indoor  tanks.  In  captivity, 
wattlevs  live  2-S  years,  opposed  to  15  years  in  their  normal 
habitat.  Wattley  eggs  are  delicacies,  commanding  as  much  as 
1,600  gp  per  pound  (roughly  800  eggs). 

Wattleys'  major  predators  include  drow  and  duergar  (who 
use  the  fish  as  a  source  of  food  and  poison),  and  lemon  fish, 
which  prey  upon  the  smaller  schools.  The  fish  are  also  prized 
because  of  the  treasure  sometimes  found  Inside,  The  wattlevs 


55 


Fish,  Subterranean 


are  drawn  to  shiny  objects,  and  larger  specimens  can  swallow 
pearls,  small  gems,  and  other  tiny  valuables.  The  objects 
become  lodged  inside  the  fish,  and  the  fish  must  be  gutted  to 
retrieve  any  valuables,  Only  one  in  20  fish  (1  on  Id20  roll)  has 
swallowed  some  small  thing  of  value  (DMs choice). 

Lemon  Fish 

Mamed  for  the  bright  yellow  scales  that  cover  much  of  their 
bodies,  lemon  fish  are  among  the  most  vicious  predators  in 
subterranean  fresh  waters.  They  vary  widely  in  size,  with 
adults  ranging  from  2  feet  to  6  feet  long.  Unlike  other  fish,  the 
size  of  a  lemon  fish  is  not  indicative  of  its  age.  The  strongest  of 
the  fish  feed  more  often,  and  therefore  grow  to  become 
stronger  still  and  vastly  more  dangerous. 

Lemon  fish  are  pleasing  to  the  eye.  Those  looking  through 
the  water  at  them  have  said  they  resemble  living  gold  pieces, 
The  dorsal  fin,  tipped  with  black  like  all  the  others,  resembles 
that  of  a  shark  when  it  breaks  the  surface  of  the  water.  The  tail 
is  covered  with  yellow  and  black  barbs,  with  a  thin  spike 
extending  up  to  2  feet  beyond  the  tail,  its  eyes  are  black 
saucers  that  close  when  the  fish  moves  forward  for  a  kill.  The 
damage  of  a  lemon  fish  's  bite  is  proportionate  to  its  size,  the 
largest  inflicting  2-16  (2d8)  points  of  damage  with  its  double 
rows  of  teeth. 

Regardless  of  its  size,  the  lemon  fish  is  able  to  attack  twice 
per  round:  a  vicious  bite  and  a  tail  slap  that  causes  points  of 
damage  equal  to  the  fish's  Hit  Dice.  For  example,  a  7  HD 
lemon  fish  has  a  tail  slap  that  inflicts  7  points  of  damage  each 
time  it  hits.  The  damage  is  caused  by  the  needlelike  spike  and 
the  barbs.  Those  struck  by  the  tail  must  save  vs,  poison  or  suf¬ 
fer  ld6  points  of  damage  per  round  for  as  many  subsequent 
rounds  as  the  fish  has  Flit  Dice  (an  attack  by  a  7  HD  lemon  fish 
causes  7  points  of  tail  slap  damage  plus  7d6  points  of  poison 
damage  across  7  rounds), 

Lemon  fish  also  possess  a  special  defense  that  comes  into 
play  when  the  fish's  body  is  punctured.  The  injured  fish 
instinctively  releases  a  filmy  liquid  that  expands  into  a  sphere 
twice  the  diameter  of  the  fish's  length  (tf.g.,  a  2-foot  fish  creates 
a  4-foot  spherical  area  of  effect).  Those  caught  in  the  sphere 
must  save  vs.  poison  at  -4  or  be  stunned  for  ld4  rounds,  often 
allowing  the  bleeding  fish  to  flee.  If  other  lemon  fish  are  swim¬ 
ming  with  the  injured  one,  they  usually  attack  the  stunned 
creature,  since  they  are  immune  to  their  own  poisons. 

Lemon  fish  are  usually  solitary,  and  never  more  than  three 
are  found  together.  Generally,  these  fish  are  of  7  HD  or  fewer 
The  largest  of  the  fish  always  hunts  alone. 


The  flesh  of  a  lemon  fish  is  tough  and  generally  inedible, 
though  the  organs  of  the  fish  are  tasty  and  prized  by  duergar 
and  drow.  The  fish's  toxicity  is  lost  after  ib  death,  so  consum¬ 
ing  the  animal  poses  no  threat.  Lemon  fish  lay  eggs  up  to  four 
times  a  year,  with  each  yielding  100-600  eggs.  Only  ten  ou l  of 
100  young  survive  to  reach  adulthood.  The  eggs  of  the  lemon 
fish  are  edible  and  command  up  to  400  gp  a  pound,  (roughlv 
600  eggs). 

Iridescent  Plecos 

These  beautiful  fish  are  shaped  similarly  to  barracudas,  their 
long,  tapered  bodies  covered  with  shimmering  scales;  their 
graceful  movement  along  the  bottoms  of  shallow  streams  and 
ponds  reminds  onlookers  of  long  streams  of  sparkling  dia¬ 
monds.  They  are  often  found  in  schools  of  10  to  100,  though 
some  fishermen  claim  to  have  spotted  larger  schools.  Their 
diamondlike  scales  lure  many  humans  and  demihumans  into 
the  water  to  catch  the  fish,  though  few  of  these  return. 

Iridescent  plecos  range  from  6  inches  to  2  feet  long  and  can 
be  quite  deadly.  The  fishes'  teeth  are  little  more  than  a  dull 
bony  ridge;  the  bite  of  a  pleeo  inflicts  no  damage,  regardless  of 
its  size,  as  it  uses  its  mouth  to  hold  its  prey.  However,  under 
each  piece's  chin  are  spiked  barbels:  whisker  like  tendrils.  On  a 
successful  bite,  the  barbels  pierce  the  victim's  skin  around  the 
bite,  inflicting  1  hit  point  of  damage  and  injecting  a  violent 
venom.  Creatures  injected  with  pleco  venom  save  vs.  poison 
with  a  -4  penalty.  Those  who  are  successful  suffer  no  ill 
effects,  Creatures  failing  the  save  suffer  a  debilitating  disease 
that  sets  in  within  two  hours.  An  affected  character  loses  1 
point  of  Strength  and  Constitution  each  per  day  until  death 
(when  one  of  the  scores  reaches  0).  The  disease  can  be  cured 
up  to  72  hours  after  injection;  after  that  time,  the  damage  is 
irreversible  and  fatal.  Victims  with  the  venom  in  their  system 
for  more  than  three  days  literally  wither  away 

Iridescent  plecos  are  non-aggressive.  They  attack  primarily 
in  self-defense,  such  as  if  stepped  on  or  if  a  creature  is  trying  to 
catch  them.  Bottom  feeders,  the  Fish  scavenge  rotting  flesh  and 
plants  and  objects  thrown  into  the  water;  they  do  not  go  after 
live  prey  Ofttimes  their  food  is  tainted  or  rotten,  making  their 
flesh  inedible.  Some  believe  this  is  also  what  causes  their 
venom  to  be  so  potent  and  virulent. 

Iridescent  plecos  have  few  predators.  Humans  and  demihu- 
mans  have  tried  to  preserve  their  glistening,  gemlike  skins  to 
no  avail;  the  lustre  leaves  the  skins  upon  death,  and  the  fish 
itself  is  malodorous,  The  only  profit  gained  from  encountering 
this  fish  is  its  eggs,  from  which  some  assassins  can  prepare  a 
debilitating  poison. 


56 


Flar  eater 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Subterranean 
Very  rare 
Solitary 
Any 

Omnivorous 
Average  (8-10) 
Nil 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4 

0 

15 

6  to  12  (see  below) 

6  HD:  15 

(7  HD;  13;  9  HD:  11;  II  HD:  9) 
1 

3d4 

Surprise,  dissolve,  HD  growth 
Immune  to  heat  and  flame 
Special 
M  (6'  wide) 

Elite  (1H4) 

1,400-2,400 


Flareaters,  some  of  the  most  deadly  underground  denizens, 
appear  to  be  related  to  green  slime— they  may  be  green  slime 
altered  into  new  forms  and  given  intelligence  by  magical  experi¬ 
ments.  Though  actually  deep  emerald  green,  flareaters'  glossy 
hides  seem  almost  black  in  the  dark  dungeons.  A  single  flareater 
rarely  exceeds  6  feet  across,  and  they  are  no  more  than  three 
inches  thick.  They  are  unnaturally  warm  to  the  touch,  Flareaters 
thrive  in  damp,  subterranean  places,  where  they  ooze  freely  over 
all  surfaces.  Intelligent,  organized,  methodical,  and  eternally 
hungry  they  ever  search  for  their  fav  orite  rood  source — light 

Its  fluid  nature  allows  the  creature  to  move  at  a  surprisingly 
quick  rate  compared  to  other  slimes  and  jellies.  Like  running 
water,  it  can  overtake  its  quarry.  Those  who  witness  flareaters 
say  their  movement  is  unnerving,  like  watching  dark,  evil 
water  flowing  over  stone  walls. 

Flareaters  have  no  verbal  language.  It  is  believed  thev  com¬ 
municate  with  each  other  by  sending  pulsating  ripples 
through  their  forms. 

Combat:  Like  green  slime,  flareaters  can  drop  onto  their  vic¬ 
tims:  such  victims  receive  a  -3  to  surprise  rolls.  However, 
flareaters  might  also  follow  their  intended  targets,  running 
like  water  along  a  cavern  floor  or  ceiling  while  gauging  their 
foes'  strengths  and  determining  the  best  initial  targets. 

Flareaters  adhere  to  flesh,  and  dissolve  that  flesh  into  their 
own  systems  in  2d8  melee  rounds  (no  saving  throw).  Flareaters 
can  eat  through  one  inch  of  metal  in  4  melee  rounds;  magical 
bonuses  delay  this  process,  adding  1  round  per  magical  plus 
of  the  metaL  They  also  dissolve  one  inch  of  wood  in  6  melee 
rounds,  and  one  inch  of  leather  or  leather-like  substances  in  8 
melee  rounds,  again  adding  1  round  per  magical  plus  of  the 
material.  Unlike  green  slime,  flareaters  cannot  easily  be 
removed  by  scraping  with  metal,  wood,  or  leather  scrapers; 
the  creature  will  attempt  to  dissolve  any  such  item,  Flareaters 
will  flow  over  a  victim,  probing  weak  spots  in  armor  or  cloth¬ 
ing;  they  are  smart  enough  to  attack  bare  flesh  first,  ensuring 
that  other  items  remain  for  later  consumption. 

If  a  flareater's  target  is  carrying  a  light  source,  the  creature 
takes  a  different  combat  tactic.  The  creature  moves  over  a  light 
and  drops  down  on  it  smothering  the  torch  or  lantern;  it  is  not 


harmed  by  flames.  For  each  nonmagicaJ  light  source  a  flareater 
engulfs,  it  gains  1  Hit  Die.  Flareaters  also  devour  magical  light 
by  moving  into  the  area  of  effect,  absorbing  the  magical  light, 
and  cancelling  its  effects.  Flareaters  are  immune  to  damage 
from  all  light-,  fire-,  and  heat-related  spells,  including  fireballs, 
Meifs  minute  meteor*,  flame  strike,  and  others.  Cold-based  spells 
paralyze  them  for  2d  4  rounds.  The  following  speLls  aid  the 
creature's  growth  by  1  Hit  Die  per  spell  absorbed  or  cast  at  it: 
dancing  tights,  gtitterdu$t,faerie fire,  and  moonbeam.  Light,  amtin- 
ititl  light ,  and  suit  ray  cause  it  to  grow  by  2  Hit  Dice.  THACO 
adjusts  to  the  creature's  current  Hit  Dice  totals. 

When  the  monster  reaches  12  Hit  Dice,  it  splits  in  two,  creat¬ 
ing  two  6  HD  creatures.  The  division  process  takes  4  full 
rounds;  once  the  process  begins,  it  cannot  be  halted.  If  the 
original  flareater  is  damaged  during  this  time,  simply  divide 
its  total  hit  points  between  its  two  offspring. 

Habitat/Society:  Flareaters  exist  solely  to  eat  and  increase 
their  numbers.  They  live  in  damp,  underground  caverns, 
though  drawn  to  light  for  food.  Some  sages  suspect  flareaters 
could  evaporate  with  Jong  exposure  to  full  sunlight,  their  fluid 
bodies  being  better  suited  for  the  damp  atmosphere  and  dark¬ 
ness  of  the  caverns. 

A  maximum  of  four  flareaters  might  be  encountered  living 
together.  Flareaters  tend  to  limit  their  numbers  in  one  area  to 
ensure  proper  amounts  of  food  for  each  individual  creature. 

All  flareaters  are  asexual.  They  produce  by  division,  like  an 
amoeba,  when  special  conditions  are  met.  This  is  explained  in 
the  Combat  section. 

Ecology:  Wizards  have  been  known  to  hunt  flareaters  In  the 
hopes  that  the  creatures'  remains  (or  a  live  specimen)  can  be 
used  as  components  in  spells  like  create  darkness  and  shape  change, 
and  potions  that  grant  Immunity  to  fire.  It  is  rumored  that  large 
colonies  of  flareaters  exist  deep  underground. 


57 


Humph 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Common 

Any  dark 

Rare 

Solitary 

Night 

Carnivore 
Average  (8—10) 
Nil 

Lawful  good 

Monastic 

Any  dark 

Very  rare 
Monastic 

Night 

Carnivore 

High  f 13— J 4) 

Nil  (U) 

Lawful  good 

NO.  APPEARING: 

2-16 

4-32 

ARMOR  CLASS: 

0  (underside  8) 

0  (underside  8) 

MOVEMENT: 

FI  6  (D) 

FI  6  <D) 

HIT  DICE: 

2 

2-5 

THAC0: 

19 

2  HD:  19 

3-4  HD;  17 

5  HD:  15 

NO,  OF  ATTACKS: 

1 

1 

DAMAGE/ATTACK: 

ld8 

!d6 

SPECIAL  ATTACKS: 

Add 

Add 

SPECIAL  DEFENSES: 

Foul  smell 

Foul  smell,  spells 

MAGIC  RESISTANCE: 

Nil 

Nil 

SIZE: 

T  (2J  diameter) 

T  (2'  diameter) 

MORALE: 

Elite  (13-14) 

Elite  (13-14) 

XP  VALUE: 

270 

Monk:  650 

Prior:  975  or  1,400 
Abbot:  3,000 

Flumphs  resemble  aerial  jellyfish.  These  odd  creatures  are  round 
and  almost  flat,  perhaps  three  or  four  inches  thick  in  the  center, 
tapering  to  one  or  two  inches  near  the  edge  The  body  is  mostly 
hollow,  much  like  a  large  cushion,  A  round  orifice  sits  in  the  cen¬ 
ter  of  the  upper  surface,  flanked  by  two  eyestalks,  each  about  six 
inches  long.  Several  short  tentacles  hang  from  the  creature's 
underside,  concealing  a  mass  of  small  spikes.  The  tentacles  clos¬ 
est  to  the  flumphs  rim  can  be  used  for  fine  manipulation  of  small 
objects,  A  common  flumph  Is  pure  white  in  color;  a  monastic 
flumph  is  generally  a  pale  yellow  or  green,  with  darker  tentacles, 
A  flumph  flies  by  taking  in  air  through  the  hole  on  its  upper 
surface,  and  expelling  it  through  several  small  holes  on  its 
underside.  The  creature  also  has  several  small  apertures  along 
its  equator,  for  use  in  maneuvering,  It  usually  hovers  about 
four  to  six  inches  above  the  ground.  Keeping  its  body  aloft 
does  not  require  great  amounts  of  air,  It  creates  a  gentle  breeze, 
and  a  slight  whistling  sound  can  be  heard  in  a  quiet  area. 
Common  flumphs  cannot  communicate  vocally,  but  have  a 
unique  sign  language  that  makes  use  of  their  tentacles  and 
eyestalks.  Some  monastic  flumphs,  perhaps  10%,  can  speak 
and  understand  common  or  another  language 

Combat:  The  flumph  survives  by  hunting  small  creatures,  such 
as  rats  lizards,  frogs,  and  the  like.  The  flumph  hovers  along  just 
above  the  ground,  or  hangs  motionless  in  reeds  or  similar  con- 
eealment*  When  it  finds  a  small  creature,  it  rises  a  foot  or  two, 
then  drops  onto  its  prey,  its  spikes  inflicting  IdS  points  of  dam¬ 
age  on  a  successful  attack.  In  addition,  the  flumph's  tentacles 
secrete  digestive  adds  into  the  wounds;  the  add  causes  an  addi¬ 
tional  1  d 4  points  of  damage  each  round  for  the  next  2d4  rounds. 
Once  the  prey  is  dead,  the  flumph  settles  on  it  and  absorbs 
nutrients  through  its  tentacles,  Flumphs  often  need  to  pursue 
their  healthier  prey  for  a  short  distance  before  the  victim  dies. 
The  add  can  be  washed  away  by  complete  immersion  in  a  fast- 
moving  stream,  or  by  actively  washing  with  2d4  gallons  of 
water  (simple  immersion  or  rinsing  will  not  work). 


If  threatened  by  a  larger  creature,  the  flumph  usually 
attempts  to  drive  it  away  by  squirting  a  foul -smelling  liquid 
from  an  orifice  on  its  equator,  in  the  front.  This  can  strike  any¬ 
one  in  a  60  degree  arc  before  the  flumph,  within  a  range  of  20 
feet,  Any  creature  struck  by  the  noxious  liquid  must  make  a 
successful  saving  throw  vs.  poison  or  become  nauseated,  reel¬ 
ing  and  unable  to  attack  for  2-5  rounds.  The  odor  lingers  for 
ld4  hours,  and  can  be  detected  up  to  100  feet  away.  If  this 
method  of  repulsion  fails,  the  flumph  can  rise  to  a  height  of  10 
feet  and  drop  onto  an  opponent,  as  if  hunting. 

A  flumph  is  helpless  if  turned  over, 

Habitat/Society:  The  common  flumph  is  a  nomadic  hunter, 
intelligent,  good-aligned,  and  peaceful.  A  flumph  reproduces 
about  every  two  years  by  budding,  producing  1  d 8  tiny 
flumphs  on  its  underside.  These  become  independent  after 
about  three  months  when  they  reach  two  inches  in  diameter 
They  grow'  to  adult  size  within  a  month,  and  live  for  20  years. 

Ecology:  Flumphs  are  predators  low  on  the  food  chain,  feeding 
on  smaller  creatures  and  clearing  their  area  of  “vermin,  Flumph 
flesh  has  a  foul  taste,  and  they  are  generally  considered 
unpalatable,  though  ogres  and  some  goblinoids  will  eat  them. 

Monastic  Flumph;  The  seldom-seen  monastic  flumphs  are 
more  advanced  creatures  that  can  cast  spells  as  if  they  were 
clerics  of  levels  equal  to  their  Hit  Dice,  They  gather  in  cloisters 
to  share  knowledge  and  to  worship  deities  unknow  n  to 
humanoids.  A  cloister  is  usually  in  a  large  cavern  or  (in 
swamps  and  grasslands)  a  large,  nest-like  bower  constructed 
of  grass  and  mud.  The  inside  of  a  cloister  is  decorated  with 
fine,  colorful  paintings,  made  by  flumphs  dabbing  natural 
pigments  with  their  tentacles.  The  paintings  are  usually 
abstract,  showing  spirals  and  other  curv  ed  lines,  though  some 
are  vaguely  representational  of  flumphs  engaged  in  hunting. 

Each  cloister  is  led  by  an  "abbot,"  a  flumph  with  5  HD.  The 
abbot  is  aided  by  one  "prior"  per  six  flumphs  in  the  cloister;  a 
prior  has  3  or  4  HD,  The  remainder  of  the  flumphs  are 
"monks,"  each  with  2  HD.  On  occasion,  a  small  group  of  com¬ 
mon  flumphs  can  be  found  near  a  cloister,  bringing  food  as  an 
offering  in  return  fur  healing  or  guidance. 


58 


CLIMATE/TERRAIN:  Swamp 


FREQUENCY:  Very  rare 

ORGANIZATION:  Solitary 

ACTTVITY  CYCLE:  .Any 

DIET:  Carnivore 

INTELLIGENCE:  Animal  (1 ) 

TREASURE:  Incidental 

ALIGNMENT:  Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0: 

NO.  OF  ATTACKS: 
DAM  AGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 


MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


I 

-l  (tentacles  2,  tongue  6) 

4  (in  swamp),  5w  8 
16 

5 

1  or  4 

5d!0  (bite)  or  4x  ld4+4  (tentacle) 
Swallow,  constriction 
Immune  to  fire,  lhp/dle  from  elec¬ 
tricity  {slows  1  md,),  half  damage 
from  blunt  weapons 
Nil 

H  (18'  tail) 

Fearless  (19) 

21,000 


This  giant  amphibian  horror  lurks  in  the  darkest  sw  amps  and 
dankest  subterranean  pools.  The  froghemoth's  18-footriong, 
10-foot- wide  body  is  yellow  on  the  belly  shading  to  a  light 
green  on  its  sides  and  a  mottled  green  on  its  back  and  thick, 
bowed  rear  legs.  Two  tentacles  sprout  from  each  shoulder  The 
tentacles  are  15  feet  or  more  long,  green  on  top  and  yellowish 
underneath.  The  creature's  nostrils  are  stalk-like,  and  its  three 
eyes  are  housed  on  a  protruding,  retractable  appendage  that 
can  be  withdrawn.  Its  eyes  are  amber  with  a  green  tinge  and 
have  vertical  slit  pupils  of  bright  green  edged  with  orange. 

When  it  is  submerged,,  its  tentacles  trailing  ashore  and  its 
eye  and  nostril  stalks  at  water  level,  it  appears  to  be  nothing 
more  than  a  plant  growth  of  some  sort. 

Combat:  The  froghemoth  prefers  to  float  in  a  swampy  area,  or 
crouch  amid  shielding  vegetation  in  order  to  ambush  prey. 
The  tongue  is  preferred  i f  the  prey  is  about  10  feet  away  while 
its  tentacles  are  used  on  more  distant  prey.  If  the  tongue  hits 
with  a  natural  19  or  20,  the  victim  is  immediately  snapped  into  the 
froghemoth  rs  mouth  and  swallowed  whole;  creatures  larger  than 
man-size  are  bitten  instead.  Swallowed  creatures  take  4d4  points 
of  damage  per  round  and  become  unconscious  after  two  rounds, 
.Any  reduced  to  -10  hit  points  aro  digested  and  gone.  Any  creature 
swallowed  and  still  conscious  can  attack  with  a  short  stabbing 
weapon  no  longer  than  a  dagger. 

Lf  the  tongue  hits  with  any  other  roll,  the  prey  receives  a  sur¬ 
prise  roll.  If  not  surprised,  the  victim  can  try  to  grab  an  object, 
like  a  tree  or  rope,  making  a  normal  attack  roll  against  AC  10 
for  success.  If  no  solidly  anchored  object  can  be  grabbed 
quickly,  the  prey  will  be  drawn  to  the  froghemoth's  gaping 
jaws  and  bitten  in  the  same  round,  lf  the  prey  holds  onto 
something  (forfeiting  any  attacks),  make  Strength  checks, 
using  a  score  of  19  for  the  froghemoth.  The  prey  must  both 
succeed  and  roll  higher  than  the  froghemoth  or  be  drawn  into 
the  gaping  mouth.  Once  in  the  mouth,  the  prey  takes  5dl0 
damage  per  round.  Recheck  Strength  each  round  until  the 
froghemoth  is  killed  or  driven  off,  or  its  tongue  is  severed. 

The  tongue,  when  exposed,  is  AC  6  and  can  be  severed  by 
12+ld4  points  of  damage.  If  the  tongue  is  severed,  the  froghemoth 


A  Froghemoth 


goes  into  a  frenzy,  inflicting  double  tentacle  damage  for  2-5 
rounds,  and  then  retreating  to  recover  if  it  is  still  actively  opposed. 

The  froghemoth  can  attack  up  to  four  different  man-sized 
opponents  with  its  tentacles.  Each  tentacle  inflicts  ld4+4  hit 
points  of  constriction  damage.  Once  a  creature  is  hit  by  a  ten¬ 
tacle,  the  damage  is  taken  each  round,  unless  the  tentacle  is 
severed  or  the  creature  spends  a  round  pulling  free  and  makes 
a  successful  open  doors  roll.  The  froghemoth's  tentacles  are 
AC  2  and  are  severed  on  taking  ld4+18  points  of  damage. 

The  creature's  body  is  Armor  Class  4.  Normal  fire  inflicts 
no  damage  upon  the  froghemoth,  but  has  a  20%  chance  of  dri¬ 
ving  the  creature  back  for  one  round.  Exceptionally  hot  fires 
(fireball)  or  a  burning  hands  spell  of  10  points  or  better  inflict 
half  damage,  Lightning  inflicts  I  point  per  die  of  damage  and 
slows  the  froghemoth  for  one  round, 

A  froghemoth  will  pursue  fleeing  prey  onto  dry  land,  but 
only  for  two  or  three  rounds,  then  will  return  to  its  home 
waters,  A  severed  tongue  or  tentacle  regrows  in  2-5  weeks. 

Habitat/Society:  A  froghemoth  lives  only  in  large  swamps  or 
in  shallow  fresh  water  (100  feet  or  less).  It  can  operate  on  dry¬ 
land,  but  it  moves  in  a  series  of  awkward  hops  at  half  speed. 
Once  every  nine  years,  froghemoths  return  to  their  spawn¬ 
ing  ground  to  mate  with  others  of  their  ilk,  Every  pair  lays  10 
to  100  eggs,  each  about  a  foot  long,  in  shallow  water.  The  tad¬ 
poles  are  immediately  left  to  fend  for  themselves. 

Immature  froghemoths  (tadhemoths)  resemble  fish  (2  HD; 
AC  4;  Dmg  2d4)  with  four  pectoral  fins  (which  will  turn  into 
tentacles)  and  two  tails  (which  will  turn  into  legs).  For  6 
months,  the  creatures  grows  about  a  foot  per  month,  then 
gains  about  a  foot  every  2  months  until  U  reaches  full  size.  At  6 
months,  the  tentacles  start  to  develop.  By  the  10th  month  the 
legs  start  to  develop,  and  by  the  12th  month  the  tadhemoth 
stage  has  ended.  As  the  creature  grows,  its  bite  damage 
increases  (3d8, 4d8,  4dl0,  etc.).  Tadhemoths  eat  and  are  eaten 
by  each  other,  only  10%  survive  more  than  a  few  days  after 
hatching,  and  only  1%  to  4%  reach  adult  size.  Barring  violent 
death,  froghemoths  are  thought  to  live  up  to  100  years. 

Ecology:  The  froghemoth  is  very  likely  the  dominant  predator 
in  its  home  region.  Only  very’  powerful  creatures  (like  dragons 
or  welt-equipped  adventurers)  can  hope  to  succeed  against 
one.  Froghemoth  tadpoles  cannot  be  trained,  but  it  may  be 
possible  to  capture  one  and  move  it  someplace  where  it  can  act 
as  a  vicious  and  somewhat  unreliable  guard  animal. 


59 


Ghost,  Casura 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE 

TREASURE: 

ALIGNMENT: 


Ruins 

Very  rare 

Doomed  group 

Any 

Nil 

Non-  (0) 

A  {25%  chance) 
Any 


NO  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO*  OF  ATTACKS: 
DAM  AG  EJ  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


I 

0 

Nit 

22 

5 

4 

3d6 

Poltergeist  powers 

Invisibility 

75% 

L  to  G  (varies) 
Fearless  (2D) 

15,000 


The  casurua  is  an  undead  manifestation  Lhat  results  from  a 
group  suffering  traumatic  death.  It  is  most  likely  to  form 
where  a  massacre  has  taken  place,  but  could  be  found  any¬ 
where  a  group  has  suffered  violent  death,  such  as  a  burned- 
out  building.  The  site  itself  acts  as  the  focus  of  the  casurua 
(this  area  is  rarely  larger  than  a  60-foot  radius,  and  is  often 
smaller:  a  room,  a  clearing,  a  glade,  a  pond,  and  so  on)T 

A  casurua  often  will  be  invisible  to  normal  senses.  Should  it 
choose  to  appear  or  be  detected  by  magical  means,  the  observer 
sees  dozens  of  eyes  floating  in  the  air  blazing  with  hate;  with 
dozens  of  skeletal  hands  readying  rocks  for  an  attack. 

Combat:  The  casurua  cannot  leave  :ts  focus  area,  and  thus 
often,  can  be  avoided.  It  has  the  power  to  create  the  sounds  of 
knocking  and  footsteps,  w  hich  can  be  used  to  trick  characters 
into  entering  the  focus  of  danger.  When  a  casurua  becomes 
active,  a  graveyard  stench  fills  the  air. 

Hie  casurua  attacks  by  flinging  stones,  or  whatever  else  is 
available,  for  3d6  points  of  damage  per  attack.  If  objects  less 
dangerous  than  stones  are  hurled — tree  branches,  for  exam¬ 
ple — the  DM  may  lessen  the  damage  Likewise,  if  more  dan¬ 
gerous  objects  are  hurled — such  as  weapons — the  damage 
may  be  increased. 

Anyone  encountering  a  casurua  must  save  vs.  paralyzation 
at  its  first  attack  or  flee  in  fear  for  one  turn. 

The  casurua  s  75%  magic  resistance  makes  it  difficult  to 
damage  with  spells,  and  it  is  highly  resistant  to  turning.  A 
priest  of  9th  to  1 3th  level  can  turn  one  on  a  roll  of  20,  while  a 
14th  or  higher  level  priest  can  turn  it  on  a  roll  of  19-20.  Like 
other  ghosts,  it  takes  full  damage  from  magical  weapons  and 
half  damage  from  sil  ver  weapons. 

The  casurua  can  be  permanently  laid  to  rest  after  being  suc¬ 
cessfully  turned  or  reduced  to  0  hit  points.  A  priest  of  at  least 
9th  level,  using  the  proper  rites,  can  try  to  lay  its  dead  to  rest. 
Even  then,  it  is  best  to  dismantle  the  physical  surroundings 
{tearing  down  buildings,  chopping  down  any  trees,  digging 
up  the  earth,  etc  ).  Otherwise,  the  casurua  may  become  active 
again  after  a  month  or  so  has  passed. 


Habital/Society:  The  casurua  is  a  mindless  entity.  It  is  partly  a 
ghost,  formed  of  ectoplasm,  but  it  is  a  lso  a  type  of  psychic  record¬ 
ing:  the  trauma  of  multiple  deaths  imprinted  on  the  physical  sur¬ 
roundings  where  the  deaths  occurred.  Thus,  there  is  great  need  to 
break  up  the  physical  surroundings  to  quell  the  restless  dead. 

A  casurua  can  form  anywhere  violent  death  occurs,  espe¬ 
cially  unexpected  or  wrongful  death  II  is  rarely  found  on  a  bat¬ 
tlefield,  because  violent  death  there  is  expected  and  accepted. 
A  casurua  most  often  forms  on  a  battlefield  when  the  slain  died 
by  treachery  Casurua  are  most  likely  found  on  the  sites  of  dis¬ 
aster,  natural  or  otherwise.  Ruins  are  prime  habitats  for  casu- 
raa,  especially  places  that  were  razed  and  looted. 

Ecology:  While  most  casurua  attack  any  intelligent  life  that 
enters  their  area,  some  He  dormant  until  triggered  by  the 
approach  of  one  of  the  same  race,  a  relation,  or  a  descendant  of 
the  one  responsible  for  the  deaths.  It  is  possible  for  the  actions 
of  the  player  characters  to  create  a  casurua  {for  example,  by 
exploding  a  high-level  fireball  in  a  packed  room);  though  it  is 
unlikely  that  one  will  manifest  immediately. 

Variations 

For  the  most  persistent  casurua,  special  rites  may  be  needed  to 
lay  the  dead  to  rest.  Detailed  knowledge  nf  the  circumstances 
of  the  original  deaths  may  be  required.  Tasks  left  undone  may 
need  to  be  completed  and  proof  brought  to  the  focus  area. 
Empathie  or  psionic  powers  may  be  involved. 

Besides  adjusting  damage,  the  number  of  attacks  and  Hit 
Dice  of  a  casurua  can  be  varied.  For  every  5  Hit  Dice  (rounded 
down)  the  casurua  has  one  attack.  A  casurua  with  fewer  than 
22  Hit  Dice  will  have  weaker  powers,  and  its  experience  point 
value  should  be  reduced  accordingly. 


60 


Ghost,  Ker 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE; 

TREASURE: 

ALIGNMENT: 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
M  AGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


Any 

Very  rare 
Solitary  or  trio 
Night 
Carnivore 
High  (13-14) 
Nil 

Any  evil 


1  or  3 

I 

12  (FI  18  in  gnat  form) 

9+9 

II 

3 

ld8 

Bad  luck,  aging,  disease 
+1  or  better  weapon  to  hit 
Nil 

M  {5-6') 

Fearless  (20) 

7,000 


A  ker  (plural,  fares)  is  a  malignant  undead  spirit  that  seeks 
revenge  against  the  living.  It  looks  like  a  horrible  black- 
winged  humanoid  with  gleaming  fangs  and  long,  pointed 
nails.  1  he  ker  wears  bloodstained  robes  and  carries  a  scourge, 
a  wickedly  barbed  whip. 

An  attack  by  one  ker  is  usually  a  spirit  of  some  monster  or 
person  seeking  revenge  for  its  death.  An  attack  by  three  keres 
is  often  a  retaliation  visited  upon  characters  who  have  become 
overly  bloodthirsty  or  greedy,  The  element  of  fate  is  promi¬ 
nent  in  most  attacks  by  keres. 

Combat:  While  an  accidental  encounter  w  ith  a  single  ker  is 
conceivable,  it  is  far  more  likely  that  the  creature  is  stalking  a 
specific  character.  To  this  end,  the  ker  can  polymorph  itself 
Into  a  tiny  gnat-like  creature.  Tilts  form  has  a  flying  movement 
rate  of  18,  but  for  only  6  turns.  If  not  spotted,  the  ker  might  fol¬ 
low"  its  victim  and  attack  when  the  victim  is  otherwise  occu¬ 
pied  (such  as  with  another  combat).  A  ker  cannot  attack  in 
gnat  form;  the  transition  takes  a  round. 

A  ker  strikes  three  times  per  round  with  a  barbed  whip  that, 
in  the  hands  of  the  ker,  indicts  Td8  points  of  damage.  Each  of 
the  attacks  has  a  special  effect  in  addition  to  damage;  the  first 
attack  causes  fcad  luck,  the  second  causes  aging,  and  the  third 
causes  disease.  The  effects  of  multiple  hits  are  cumulative, 

%Bad  Luck  (first  attack):  The  creature  struck  must  success¬ 
fully  save  vs.  petrification  or  all  attack  rolls  and  saving  throws 
are  penalized  -1  to  -4  (roll  ld4)  for  3dl0  turns. 


sleep,  charm,  hold  person,  paralysis,  poison,  and  cold-based 
attacks.  Electrical  damage  is  halved. 

A  ker  can  be  turned  like  a  ghost. 

The  ker  will  fight  until  reduced  to  0  hit  points  or  until  it  has 
slain  its  victim  and  his  or  her  companions.  If  victorious*  the 
ker  will  drain  the  blood  of  its  victims,  tear  the  corpses  into 
pieces,  and  devour  them,  even  the  bones.  Nothing  of  the  vic¬ 
tims  will  be  left  to  raise  or  ritttamtit. 

Habitat/Society:  Keres  may  have  memories  from  when  they 
were  alive,  and  still  may  follow  the  dictates  of  their  original 
culture.  For  example,  a  hill  giant  returning  as  a  ker  might  have 
her  original  superstitions  and  mannerisms. 

Sunlight  does  not  harm  keres,  but  they  prefer  to  attack  at 
night  During  the  day,  they  usually  remain  in  some  hiding 
place,  in  gnat  form. 


%  Aging  (second  attack):  The  creature  struck  must  save  vs. 
death  magic  or  age  10d4  years  immediately 

%  Disease  (third  attack):  The  creature  struck  must  save  vs, 
spells  or  be  afflicted  with  mummy  rot,  Cure  wound  spells  then 
have  no  effect  and  wounds  heal  at  10%  of  the  normal  rate  uni- 
til  the  disease  is  cured .  Each  month  the  victim  loses  2  points  of 
Charisma,  and  the  disease  is  fatal  in  1  to  6  months. 

The  following  spells  or  attack  forms  have  no  effect  on  keres: 


Ecology:  Popular  tradition  identifies  keres  with  evil  spirits  of 
the  dead.  Some  cultures  consider  these  ancestral  spirits,  who 
must  be  appeased  by  sacrifices.  Entire  holy  days  may  be  set 
aside  for  such  sacrifices.  Such  a  holy  festival  might  close  with 
the  command:  "Out  of  the  house,  ye  keres/' 

Otherwise,  keres  are  attracted  by  extremes  of  bloodthirsty 
actions  and  greed.  Indeed,  an  attack  by  keres  may  be  sent  by 
the  gods  as  a  warning  or  retribution. 


61 


Ghul,  Great 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Desert,  moun tains 

Rare 

Pack 

Night 

Scavenger 

High  (13-14) 

C 

Neutral  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 

D  AMAG  E/ATTACK : 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 

MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-3 

0 

18,  Br  3,  Cl  12 
4 
15 
3 

Id6/ld6/2d6 

Magic  use,  shapeshifting 

Spell  immunities,  +1  or  better 

weapon  to  hit 

Nil 

L  (7  ^10'),  sometimes  M 
Average  (8-10) 

Common:  1,400 
Mage  to  4th  level:  2,000 
Mage  to  7th  level:  +L000/level 


The  great  ghuls  are  undead  elemental  cousins  of  the  genies, 
the  most  wicked  members  of  an  inferior  order  of  jann,  They 
haunt  burial  grounds  and  feed  on  dead  human  bodies.  Ghub 
delight  in  devouring  the  flesh  of  their  victims  and  then  suck¬ 
ing  the  marrow  from  the  bones 

They  are  usually  female,  and  all  great  ghuls  are  beguiling 
and  seductive  shapechangers.  No  matter  what  form  they  take, 
however,  their  feet  always  remain  those  of  a  donkey,  though 
they  often  wrear  long  robes  or  special  boots  to  conceal  this 
aberration.  In  their  true  form,  great  ghuls  have  thick  hair  and 
bushy  eyebrows  that  often  droop  over  their  eyes.  Their  hands 
end  Ln  clawed  fingers.  Their  pale  white  skin  is  always  cold  and 
clammy,  and  they  have  the  hunched  posture  of  their  lesser 
cousins.  Their  jaws  jut  out  and  are  powerfully  muscled.  Their 
feet  and  sometimes  their  ears  are  those  of  a  donkey. 

Great  ghuls  are  aware  of  how  their  looks  repulse  other  crea¬ 
tures  and  are  eager  to  disguise  their  true  appearance  with  cos¬ 
metics,  clothes,  and  jewelry.  While  most  great  ghuls  stand 
over  7  feet  tall,  ghul  mages  typically  stand  about  10  feet  tall.  In 
their  polymorphed  form,  they  are  often  smaller. 

Combat:  Great  ghuls  attack  with  their  claws  and  their  power¬ 
ful  jaws.  They  can  only  be  struck  by  magical  weapons  of  at 
least  +1  enchantment.  Great  ghuls  can  use  each  of  the  follow¬ 
ing  spell-like  abilities  at  will:  shocking  grasp,  invisibility,  bestow 
curse  (reversed  remove),  and  polymorph  self.  Great  ghuls  take 
only  half  damage  from  falls. 

Ghuls  suffer  2d6  points  of  damage  from  a  vial  of  holy  water, 
and  suffer  a  -I  to  their  attack  rolls  in  daylight.  Like  most 
undead,  great  ghuls  are  immune  to  sleep f  charm,  hold,  and  cold- 
based  magic.  They  are  not  affected  by  paraiyzation  or  poison, 
Jann  slain  by  great  ghuls  become  ghuls  themselves;  all  others  are 
simply  slain  and  devoured,  Great  ghuls  are  immune  to  the  genie 
binding  and  capturing  powers  of  the  sha'ir  (desert  mages). 

Great  ghuls  can  be  turned  as  ghasts,  and  mage  ghuls  are 
turned  as  wraiths. 


Habitat/Society:  About  one  in  every  <\x  great  ghuls  is  a  mage 


of  up  to  7th  level  of  ability.  Great  ghuls  may  even  become 
shai'ir,  thus  gaining  some  measure  of  power  over  other  genies. 
Other  great  ghuls  study  spells  governed  by  flame,  sand,  and 
wind.  Ghuls  who  study  the  magic  of  the  sea  are  extremely  rare. 
Great  ghuls  live  in  seclusion  in  ruins  or  caves  found  in  the 
emptiest  deserts  or  on  the  highest  mountains.  Because  of  their 
sharp  daws  and  incredible  strength,  great  ghuls  from  the 
mountains  are  able  to  climb  sheer  rock  walls  that  would  daunt 
most  mountaineers.  Desert  ghuls  are  not  as  adept  at  this,  but 
can  dig  through  sand  or  soft  stone. 

Great  ghuls  are  fond  of  all  forms  of  perfume  and  scents, 
such  as  attar  of  orange,  rosewater,  doves,  and  so  on.  They  use 
these  to  cover  their  own  unpleasant  smell. 

Great  ghul  mages  are  solitary  creatures,  though  other  great 
ghuls  form  packs  with  their  siblings  (if  they  have  any). 

Because  great  ghuls  are  feaied  by  humans  and  despised  by 
genies,  they  rarely  keep  their  own  form,  even  when  at  home  in 
their  lonely  caves  and  ruins.  Shapeshif  ting  has  become  a  habit 
for  the  great  ghuls,  and  they  are  excellent  actors  and  liars. 
Great  ghub  have  many  opportunities  to  practice  these  decep¬ 
tions  when  they  travel  among  humans.  Though  solitary,  they 
grow  bored  easily,  and  this  seems  to  motivate  them  to  take 
part  in  pranks  and  daring  deeds  that  sometimes  put  them  and 
the  secret  of  their  true  identities  at  considerable  risk  Some  of 
their  pranks  are  less  amusing  than  others:  great  ghub  are  par¬ 
ticularly  fond  of  joining  groups  of  nomads  and  travelers  and 
then  leading  them  astray.  Many  of  these  travelers  are  led  to 
their  deaths  and  consumed  by  the  carrion-eating  ghuls. 


Ecology:  Great  ghuls  serve  the  genies  (when  required),  but  "lord 
it"  over  the  ghouls,  who  am  considered  unrefined  and  unreliable. 
Great  ghuls  who  become  shai'ir  are  very  secretive:  the  other 
genies  resent  and  fear  the  ghuls'  power  over  them.  Such  great 
ghuls  are  often  destroyed  when  their  homes  are  discovered. 

In  genera!,  all  great  ghuls  avoid  contact  with  other  races 
because  violence  often  follows.  They  do  sometimes  help 
humans  and  others  who  come  to  them  seeking  aid  against 
other  genies,  Sometimes  they  help  humans  in  quests  which 
the  great  ghuls  find  interesting,  and  they  do  this  without 
expectation  of  reward. 


62 


Ghul-Kin 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Soul  taker 

Any  land 

Rare 

Pack 

Night 

Scavenger 

Exceptional 

(15-16) 

C 

Neutral  evil 

Witherer 

Any  land 

Rare 

Pack 

Night 

Scavenger 

Genius 

(17-18) 

C 

Neutral  evil 

NO.  APPEARING: 

1-3 

1-3 

ARMOR  CLASS: 

0 

0 

MOVEMENT: 

18,  Sw  12 

18,  Sw  12 

HIT  DICE: 

8 

9 

THACO: 

13 

11 

NO.  OF  ATTACKS: 

3  or  1 

3  or  1 

DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 

Possession 

Withering  touch 

SPECIAL  DEFENSES: 

Immune  to  non- 

+2  or  better 

MAGIC  RESISTANCE: 

wooden  weapons 
Nil 

weapon  to  hit 

Nil 

SIZE: 

M  fS  -lO'  tall) 

M  CIO'  tall) 

MORALE: 

Champion  (15-16)  Fanatic  (17) 

XP  VALUE: 

6,000 

10,000 

The  ghul-kin  are  related  to  the  great  ghuls,  and  like  them  are 
undead  jarm.  Unlike  their  cousins,  ghul-kin  are  of  two  distinct 
types,  soultakers  and  witherm.  While  they  prefer  to  feed  on  dead 
human  bodies,  ghul-kin  find  no  pleasure  in  haunting  burial 
grounds.  They  are  far  more  social  creatures  than  their  cousins 
and  often  interact  with  mortals  and  even  Jive  among  them  unde¬ 
tected  for  long  periods  of  time.  Their  greatest  desires  are  to  rule 
over  a  cowed  mortal  population,  to  corrupt  mortals  and  use 
them  as  their  servants,  to  have  a  steady  supply  of  victims  whose 
bodies  they  can  devour,  and  to  achieve  enough  personal  power 
and  learn  enough  secrets  to  successfully  control  other  genies. 

like  their  cousins  the  great  ghulsr  ghul-kin  are  shapechang- 
ers.  They  usually  assume  attractive,  seductive  shapes,  though 
they  occasionally  take  on  forms  designed  to  look  virtuous  or 
wise.  They  may  even  assume  the  appearance  of  a  real  person 
they  have  seen  at  least  once,  though  there  is  always  something 
not  quite  right  about  such  impersonations  (eyes  the  wrong 
color,  incorrectly  shaped  ears,  etc.).  If  they  have  heard  the  per* 
son  speak,  they  can  perform  a  mimicry  of  the  voice,  achieving 
a  close  approximation. 

In  their  true  forms,  both  male  and  female  ghul-kin  are  8  to  10 
feet  tall,  with  long,  gangly  arms  and  legs.  They  have  thick,  tangled 
hair,  bone- white  pock-marked  skin,  clawed  hands,  and  powerful 
jaws  filled  with  sharp  yellow  teeth.  Their  eyes  shine  with  a  feral 
light,  and  their  ears  are  sharply  pointed,  Ghul-kin  exude  an 
unpleasant  odor  and  are  rubbery  and  cold  to  the  touch.  They  usu¬ 
ally  take  great  pains  to  disguise  both  their  repulsive  appearance 
and  odor  in  order  to  move  about  in  society  undetected. 


attack  rolls  and  saving  throws  when  in  bright  sunlight.  Jann 
slain  by  ghul-kin  become  ghul-kin  themselves, 

Soultakers  can  be  turned  as  spectres,  while  witherers  are 
turned  as  vampires. 

Ghul-kin  are  immune  to  the  binding  and  capturing  powers  of 
sha'irs  (the  desert  mages  of  the  Al-QSdm^  setting).  AH  ghul-kin 
have  the  ability  to  become  wizards,  sha'irs,  or  priests,  and  all 
can  use  any  magical  items  usable  by  wizards  or  priests.  Ghul- 
kin  take  perverse  delight  in  collecting  magical  itenrs  capable  of 
doing  them  harm,  carefully  hiding  them  where  others  cannot 
find  them.  They  are  always  searching  for  genie-control  devices, 

Habitat/Society:  Ghul-kin  live  wherever  they  find  it  conve¬ 
nient  to  do  so.  They  often  live  in  cities  and  even  engage  in 
trade  without  their  neighbors  being  aware  of  their  true 
natures.  They  prefer  to  live  in  small  family  units  and  often 
form  a  pack  with  lone  great  ghuls.  In  such  cases,  the  ghul-kin 
usually  occupy  the  positions  of  leadership.  They  disdain  com¬ 
mon  ghouls,  finding  them  far  too  unrefined. 

Ghul-kin  enjoy  fine  clothing,  elegant  furnishings,  and  jew¬ 
elry.  They  appreciate  art  and  often  have  their  dwelling  places 
elaborately  tiled  or  painted.  Though  they  visually  defer  to  the 
dominant  style  of  clothing  worn  wherever  they  reside,  the 
materials  will  always  be  the  finest  available  and  the  clothing 
expertly  tailored.  Though  they  have  no  desire  for  normal  food, 
they  are  fond  of  wine  and  seem  to  enjoy  highly  spiced  meats 
and  stews.  They  love  all  scents  and  perfumes,  from  bath  soaps 
to  sachets,  and  their  tastes  tend  toward  the  exotic — frangipani 
or  frankincense — for  its  superiority  in  covering  their  own 
unpleasant  smell. 


Combat;  Ghul-kin  attack  with  their  daws  and  powerful  jaws. 
They  can  forgo  these  attacks  in  order  to  make  a  special  attack 
if  they  wish.  The  special  attack  and  its  results  are  different  for 
each  type  of  ghul-kin  (see  below).  They  can  use  each  of  the  fol¬ 
lowing  spell- like  abilities  at  will  invisibility  and  polymorph  self. 
Being  undead.  they  are  immune  to  deep,  cfcirrrt,  ftofdf,  and  cold- 
based  magic  and  are  unaffected  by  paralyzation  or  poison. 
Both  suffer  2d6  points  of  damage  from  holy  water.  They  are 
able  to  function  in  daylight,  though  they  suffer  a  -1  to  their 


Ecology;  Ghul-kin  serve  genies  when  forced  to  but  try  to 
avoid  contact  with  their  more  powerful  cousins  unless  they 
believe  they  have  the  upper  hand.  The  chief  motivations  of 
ghul-kin  are  personal  power  and  entertainment.  Being 
undead,  they  have  no  limit  on  the  time  they  can  spend  perfect¬ 
ing  a  plan  or  setting  up  an  elaborate  base  of  operations.  Most 
of  them  are  accomplished  actors  and  delight  in  playing  a  role 
they  have  developed  for  years,  Sooner  or  later,  however,  the 
ghul  becomes  bored  and  has  to  reveal  itself  to  friends  and 


63 


Ghul-Kin 


neighbors.  Such  revelations  are  often  followed  by  a  great 
slaughter  as  the  ghul-kin  seeks  to  kill  anyone  who  has  learned 
its  secret.  They  revel  in  establishing  cults  and  secret  societies 
where  they  can  control  mortals  and  lead  them  astray  while 
only  marginally  concealing  their  true  natures. 

Some  few  ghul-kin  help  mortals  who  seek  them  out  and 
flatter  them  or  offer  them  genie-controlling  devices.  Some 
have  been  known  to  repay  a  kindness  a  mortal  paid  to  them 
while  they  were  disguised.  All  ghul-kin  react  more  positively 
to  Lhose  mortals  who  are  both  polite  and  respectful. 

Soultaker 

Soul  takers  are  slightly  smaller  than  witherers,  rarely  reaching 
TO  feet  in  height.  There  is  an  equal  chance  that  a  soultaker  will 
be  male  or  female.  Though  they  look  down  upon  great  ghuls  as 
being  lesser  cousins,  soultakers  are  themselves  subservient  to 
their  witherer  kin.  Because  they  must  often  subjugate  their  own 
desires  and  plans  to  those  of  their  greater  brethren,  soul  takers 
are  often  frustrated.  For  this  reason,  they  are  the  more  vicious  of 
the  two  types  of  ghul-kin.  They  gain  great  satisfaction  from  tak¬ 
ing  over  a  victim  and  forcing  that  victim  to  obey  their  every 
whim  They  feel  some  of  the  anger,  terror,  and  despair  that  their 
victims  experience  and  enjoy  knowing  that  it  is  their  will  which 
causes  such  misery  for  the  poor  slave.  Soultakers  may  become 
wizards  or  priests  of  up  to  7th  level  (providing  the  god  they 
serve  accepts  them).  They  are  immune  to  nonwooden  weapons. 

Soultakers  have  a  special  attack  form  which  they  can  use  in 
lieu  of  making  their  normal  attack.  In  order  to  use  it,  however, 
the  soultaker  must  make  an  attack  roll  at  a  -3  penalty  If  success¬ 
ful,  the  soultaker  has  kissed  its  victim  on  the  lips,  Victims  who 
fail  a  saving  throw  vs.  spell  (at  a  -2  penalty)  are  possessed  by  a 
portion  of  the  soultaker  s  essence  and  fail  under  theghul's  con¬ 
trol.  Though  the  victims'  minds  are  still  present  in  their  own 
bodies,  they  are  helpless  prisoners,  unable  to  speak  or  make 
their  plight  known  to  others.  Instead,  the  soultaker  speaks  and 
acts  for  its  victims,  always  working  to  the  detriment  of  its  vic¬ 
tims  companions,  though  often  in  cunning  and  subtle  ways. 

Once  the  possession  has  occurred,  the  soultaker  can  control 
its  victim  at  any  range  so  long  as  they  are  both  on  the  same 
plane  of  existence.  If  the  victim  is  a  spellcaster,  the  soultaker 
can  use  whatever  spells  the  victim  had  memorized  at  the  time 
possession  took  place  but  cannot  force  its  victim  to  relearn  or 
pray  for  new'  spells.  Soultakers  may  possess  and  control  one 
victim  for  every  two  points  of  Intelligence  (rounded  down). 
The  soultaker  will  not  willingly  go  near  a  priest  or  mosque, 
nor  will  anyone  possessed  by  one.  It  will  force  the  victim  to 
fight  to  prevent  the  possession  from  being  broken  and  may 
attempt  to  summon  its  possessed  victim  to  its  lair  rather  than 
allowing  him  or  her  to  be  freed  of  its  influence. 

The  possession  may  be  detected  by  various  means.  First, 
anv  attempt  to  know  alignment  of  the  victim  will  result  in  a 
reading  of  neutral  evil.  In  addition,  strangers  react  to  the  vic¬ 
tim  with  distrust  and  suspicion,  just  as  though  he  or  she  were 
under  the  effects  of  an  evil  eye.  The  victim  may  say  or  do  evil 
tilings,  and  his  or  her  behavior  may  undergo  a  radical  change. 


He  or  she  may  even  attack  his  or  her  own  party  without 
apparent  cause.  A  sha'ir  (desert  mage)  of  3rd  level  or  above 
may  detect  that  there  is  genie  work  connected  with  the  victim; 
a  hakima  {desert  priest)  of  9th  level  or  above  may  tell  that  the 
victim  is  possessed;  any  priest  casting  detect  evil  or  detect  charm 
may  learn  that  the  victim  is  under  the  control  of  some  evil 
force. 

Several  spells  may  be  used  to  combat  the  effects  of  the  pos¬ 
session.  A  protection  from  evil  or  protection  from  evil ,  10*  radius 
spell  will  keep  the  soultaker  from  exercising  its  control  while 
the  spell  is  in  effect.  An  anti-magic  shell  will  negate  the  posses¬ 
sion  if  the  victim  is  in  the  area  of  effect  when  the  spell  is  cast, 
and  remove  curse  will  break  the  possession.  Dispel  evil  cast  on 
the  victim  will  break  the  possession  and  cause  3-24  (3d 8} 
points  of  damage  to  the  soultaker. 

Witherer 

Both  male  and  female  witherers  are  usually  taller  than  soultak¬ 
ers  (averaging  10  feet  in  height)  and  more  dominant.  They  have 
greater  intelligence  and  cunning  and  usually  instigate  long-term 
grandiose  plans,  invariably  designed  to  gain  more  power  for  the 
witherer  and  to  corrupt  mortals  into  serving  the  ghul-kin.  They 
delight  in  showy  rituals  and  sacrifices  of  both  sentient  creatures 
and  treasures.  Witherers  use  soultakers  as  lieutenants  in  many  of 
their  plans  and  often  find  great  ghuls  to  use  as  pawns.  Humans 
and  demihumans  are  allowed  to  serve  them  as  semi-slaves, 
becoming  either  shock  troops  or  food  sources  as  the  need  arises. 

When  thwarted,  witherers  retreat  to  plan  their  revenge, 
sometimes  taking  decades  to  perfect  their  tactics  before 
returning  to  the  place  where  they  failed.  However,  they  are 
not  adept  at  coping  with  premature  disclosure.  They  will  often 
make  poor  decisions  in  response  to  the  unexpected,  thereby 
revealing  their  machinations  or  causing  their  own  downfall. 

Male  witherers  are  rarer  and  usually  less  ruthless  than  their 
female  counterparts.  They  sometimes  masquerade  as  hermits 
or  reclusive  mages  and  may  be  induced  to  help  mortals  if 
offered  a  substantial  enough  reward  or  if  the  matter  interests 
them.  Opportunities  to  act  out  some  great  dramatic  role  are 
also  effective  in  persuading  male  witherers  to  aid  non-ghuls, 
Claiming  some  sort  of  kinship  is  also  an  effective  ploy  if  there 
is  the  slightest  evidence  to  back  up  such  a  claim. 

All  witherers  can  become  mages  (or  priests  of  up  to  9th  level 
provided  the  god  they  serve  accepts  them).  They  can  be  hit 
only  by  +2  or  better  weapons,  instead  of  their  three  regular 
attacks,  they  may  use  a  special  attack:  a  touch  that  withers  and 
weakens  the  target  creature  w  hile  strengthening  the  witherer. 
This  withering  touch  causes  Id  10  points  of  damage,  drains  1 
point  of  Strength^  and  ages  the  victim  1  year.  Hit  points  dam¬ 
age  are  temporarily  added  to  the  witherer 's  hit  point  total. 
Damage  against  the  witherer  is  subtracted  front  these  added 
hit  points  first  (if  not  used,  the  hit  points  remain  for  one  hour) 
A  victim  whose  Strength  falls  to  zero  dies.  If  the  aging  pushes 
the  character  past  his  or  her  normal  lifespan,  the  victim  dies, 
Those  slain  by  a  witherer  must  have  remove  curse  cast  on  their 
bodies  before  they  can  be  raised  or  resurrected. 

Lost  hit  points  are  recovered  normally  or  through  magical 
healing.  Lost  Strength  is  recovered  at  the  rate  of  one  point  per 
turn.  Aging  is  only  reversible  through  use  of  potions  or  other 
magic  that  restores  youth  or  reverses  aging. 


64 


Giant,  Half-giant  (Athasian) 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANISATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT; 

Any  land 

Very  rare 

Solitary 

Any 

Omnivore 

Low  (5-7) 

J,  K,  or  M 

Varies;  see  below 

NO.  APPEARING; 

i 

ARMOR  CLASS: 

6(10) 

MOVEMENT: 

15 

EIIT  DICE: 

3+12 

THACO: 

17 

NO.  OF  ATTACKS: 

1 

DAM  AGE/ ATTACK: 

ld6  or  by  weapon  +4 

SPECIAL  ATTACKS: 

Nil 

SPECIAL  DEFENSES: 

Nil 

MAGIC  RESISTANCE: 

Nil 

SIZE: 

H  (13'  tali) 

MORALE: 

Steady  (11-12) 

XP  VALUE: 

420  Psionicist  +2, 

PS  IONICS: 

Varies 

Athasian  half-giants  are  enormous  humanoids  from  another 
world  who  have  adapted  to  harsh,  dry  terrain.  Their  origin  is 
unclear.  While  it  is  known  that  the  race  is  spawned  from  the 
union  of  human  and  giant  and  the  union  was  certainly  magi¬ 
cal,  its  original  purpose  is  unknown.  Few  in  number,  half- 
giants  exist  as  individuals  and  eke  out  what  life  they  can. 

Standing  10  to  12  feet  tali,  a  single  half-giant  weighs  approx¬ 
imately  1,600  pounds.  It  is  an  immensely  powerful  creature, 
nearly  as  agile  a  human.  Its  facial  features  are  human,  but 
locked  into  a  naturally  dour,  even  menacing,  expression.  Its 
thick  hair  is  often  braided,  especially  among  the  females,  or 
kept  in  a  single  tail  behind  the  head  and  down  the  back.  Cloth¬ 
ing  varies  with  occupation  and  climate,  though  leggings  and 
leather  shoulder  harnesses  are  common. 

Half-giants  speak,  and  most  know  the  common  tongue. 
They  also  have  their  own  language  which,  to  human  ears, 
seems  very  slow  and  drawrn  out — translations  are  riddled 
with  redundancies  and  seemingly  unnecessary  adjectives.  No 
matter  what  the  tongue,  the  half  giant's  voice  is  pitched  very 
low  and  is  sometimes  difficult  to  understand. 

Combat:  Great  size  alone  makes  a  half-giant  a  formidable  war¬ 
rior.  One  can  strike  bare-handed  for  ld6  hit  points  of  damage 
or  use  a  weapon.  Any  successful  weapon  attack  receives  a  +4 
bonus  to  damage  because  of  the  half-giant's  great  strength. 
There  is  a  25%  chance  that  any  half-giant  will  have  a  psionic 
wild  talent,  as  decided  by  the  DM.  Half-giant  psiorhri&ts  are 
rare,  but  are  usually  from  3rd  to  6th  level. 

Habitat/Society:  Half-giants'  size  and  strength  make  them 
sought  after  as  guards  and  brute  warriors.  If  enough  are  gath¬ 
ered  together,  they  will  form  into  a  community  of  their  own; 
often  adopting  die  culture  and  customs  of  other  creatures  that 
live  nearby.  Half-giants  have  little  cultural  identity  of  their 
own,  instead  clinging  to  customs  and  lifestyles  that  appear  to 
be  successful  for  other  races. 

Ha  If -giants  are  subject  to  rapid  and  often  inconvenient 
changes  of  alignment  behavior  This  makes  them  hard  to  deal 
with  on  any  but  the  shortest  term.  When  first  encountered,  a 
half-giant's  attitudes  toward  law  and  good  is  randomly  deter¬ 


mined  (roll  ld6  twice;  1-2  lawful,  3-5  neutral,  6  chaotic;  1-2 
good,  3“5  neutral,  6  evil).  One  of  these  alignments  is  fixed  (roll 
ld6;  1-3  law /chaos  alignment  is  fixed,  4-6  good  /evil  alignment 
is  fixed).  The  variable  alignment  may  change  according  to  the 
situation.  If  the  PCs  remain  in  contact  with  a  half-giant  and  are 
generally  prosperous  and  successful,  the  floating  alignment 
may  gravitate  toward  that  of  the  adventurers.  However,  there  is 
no  guarantee,  and  half-giants  may  make  radical  attitude 
changes  that  affect  the  situation  quickly  and  without  warning. 

All  personal  items  such  as  clothes,  armor,  weapons,  food, 
etc,,  cost  at  least  double  for  half-giants.  Transportation  and 
lodging  are  also  considerably  more  expensive— when  they  are 
available  at  all.  In  most  areas,  objects  such  as  buildings,  fumi* 
ture,  wagons,  boats,  and  so  on  aren't  made  to  support  their 
weight.  Even  in  cities,  they  tend  to  camp  outside  to  avoid 
destroying  th  ings. 

Ecology;  A  half-giant's  size  comes  from  the  giant  heritage, 
though  the  marked  stupidity  of  Athasian  giants  is  gained  as 
well.  The  cynical  nature  of  the  Athasian  giant  race,  however,  is 
tempered  by  the  human  background,  which  gives  the  Athasian 
half-giant  a  greater  interest  in  communication  and  coopera¬ 
tion.  As  a  result,  a  half-giant  is  far  more  kind  than  the  ty  ranni¬ 
cal,  bloodthirsty  giant  kin,  A  half-giant  is  naturally  curious 
and  gentle,  though  that  behavior  can  swing  back  and  forth 
with  its  alignment. 

Half-giants  are  capable  of  reproduction.  A  female  can  give 
birth  to  a  single  infant  once  per  year;  twins  and  triplets  are 
rare.  A  half-giant's  maximum  lifespan  is  around  220  years. 


65 


Golem,  Burning  Man 


CUM  ATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE; 

TREASURE: 

ALIGNMENT: 


Any 

Very  rare 
Solitary 
Any 
Nil 

Semi-  (2-4) 
Nil 

Neutral  evil 


NO.  APPEARING; 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS; 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 


MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

4 

12 

14  (60  hit  points) 

7 

2 

2d8/2dS 

Keening^  cinder  shower 
+2  or  better  weapons  to  hit; 
immune  to  Fire,  lightning/  and  illu¬ 
sions;  regeneration 
Nil 

H  (18'  tail) 

Variable  (see  below) 

10,000 


The  'burning  man"  is  a  golem  that  appears  as  a  humanoid  fig¬ 
ure  made  of  glow  mg  red  coals  covered  with  white-hot  cinders, 
ft  radiates  waves  of  heat,  and  can  set  fire  to  flammable  materi¬ 
als  with  a  touch.  When  it  strikes  with  its  fists,  burning  cinders 
shower  from  its  body;  these  remain  and  continue  to  bum  until 
w  ashed  away. 

Combat:  This  crude,  unintelligent  creature  attacks  almost 
without  strategy.  It  is  best  used  on  the  battlefield  where  its 
awesome  presence  can  do  the  most  good  as  it  wades  into 
masses  of  enemy  troops.  Because  of  the  heat  it  generates,  this 
construct  is  rarely  found  in  a  noncombat  role. 

The  golem  can  use  a  terrible  keening  attack  once  each  day 
Any  creature  within  80  feet  of  the  golem  must  save  vs,  breath 
weapon  or  be  affected  with  fear ,  as  by  the  wand  of  fear  The 
golem  will  usually  use  its  keening  ability  two  rounds  after  a 
combat  starts. 

When  the  golem  attacks  with  its  powerful  fists,  each  sue* 
cessfui  strike  creates  a  under  shower  that  covers  its  opponent 
with  glowing  cinders  These  cinders  continue  to  bum  for  1  hit 
point  of  damage  per  round  for  each  shower  until  doused  with 
water  or  earth.  Unless  magically  protected  from  fire,  any  foe 
so  showered  is  also  affected  as  though  by  a  syntbo/  cf  pain  for 
2d  10  rounds  (-4  to  attack  rolls  and  -2  to  Dexterity),  Shower 
effects  are  not  cumulative  except  for  damage;  the  maximum 
Dexterity  penalty  is  -2,  but  an  opponent  struck  twice  would 
take  2  additional  points  of  damage  per  round  until  doused, 

A  magical  weapon  of  +2  or  better  enchantment  is  needed  to 
damage  this  construct.  The  golem  is  impervious  to  magical 
fire*  or  lightning*based  attacks,  and  illusions.  The  spell  quench 
fire  (reversed  4  th  level  priest  spell  produce  fire)  extinguishes  the 
cinders  and  reduces  the  golem's  Armor  Class  to  AC  6;  this 
lasts  one  round  per  experience  level  of  the  caster. 


The  golem  regenerates  at  the  rate  of  one  hit  point  each  him. 
When  reduced  to  0  hit  points,  each  fragment  of  the  golem  win 
flash  into  a  brightly  burning  flame  and  collapse  into  ash.  This 
ash  very  slowly  regenerates,  reforming  the  golem  completely 
from  as  little  as  a  mere  speck  unless  each  ash  pile  is  mixed 
with  holy  ivater  and  scattered.  Regeneration  from  the  merest 
dust  to  full  form  requires  a  month's  time.  Each  time  it  regener¬ 
ates  there  is  a  1%  cumulative  chance  it  breaks  free  of  its  cre¬ 
ator's  control. 

It  has  no  sense  of  self  preservation;  when  engaged  in  a  task 
the  golem's  morale  rating  is  Fearless  (20).  When  they  have 
broken  the  control  from  their  lords,  their  morale  is  Steady  (12), 
but  all  of  their  actions  are  based  on  their  own  desires. 

Habitat/Society:  Although  this  is  a  mighty  creation  and  a 
powerful  servant/  extreme  Care  and  long  thought  should  be 
taken  before  deciding  to  create  one*  The  fiery  nature  of  this 
creation  fills  it  with  a  lust  to  burn  and  destroy — even  its 
maker.  It  is  compelled  to  obedience,  but  only  to  the  letter  of 
the  command.  It  seeks  to  pervert  the  spirit  of  any  command 
and  is  for  most  uses  unreliable. 

Ecology:  This  golem  requires  three  months  of  construction 
time  by  a  wizard  of  14th  or  higher  level;  it  costs  60,000  gold 
pieces.  Construction  is  begun  by  fashioning  a  giant  man¬ 
shaped  wicker  container/  which  is  filled  with  pitch.  On  this 
form  the  wizard  casts  burning  sphere,  animate  object.,  fire  shield, 
wish ,  and  geas. 


66 


Golem,  Phantom  Flyer 


CL  [  MATE/TERRA  IN : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any 

Very  rare 
Solitary 
Night 
Nil 

High  (13-14) 
Nil 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

6 

3,  FI  24  (C) 

11  (30  hit  points) 

9 

7 

4 

2d8/2d8 
See  below 
See  below 
See  below 

H  (1SP  wingspan;  see  below) 
Fanatic  (19) 

$,m 


This  magical  creation  offers  swift  and  discreet  service  in  the 
realms  of  the  night.  It  can  hide  from  prying  eyes  during  the 
day  until  the  disappearance  of  the  hateful  light.  The  shadowy, 
shimmering  beast  has  a  wingspan  of  20  feet  and  two  tentacles 
of  a  similar  length.  In  fact,  when  it  can  be  seen,  it  appears  only 
as  two  wings,  a  horselike  back,  and  two  black  tentacles.  This 
golem  flies  silently  as  swiftly  as  most  dragons,  and  it  can  carry 
two  fully-equipped  man-sized  creatures  on  its  back.  If  need 
arises,  the  phantom  flyer  can  lift  a  draft  horse  in  its  tentacles, 
or  it  can  carry  messages  and  retrieve  property  or  people.  The 
master  of  the  golem  always  has  a  magical  silver  whistle  with 
which  the  golem  is  summoned  and  controlled. 

Combab  The  phantom  flyer  is  comfortable  only  in  darkness; 
in  torchlight  or  less,  it  is  90%  undetectable.  During  the  day¬ 
light,  the  flyer  must  remain  hidden.  A  shadow  of  any  size  can 
conceal  the  phantom  flyer,  whether  on  the  ground  or  under  an 
object.  If  noticed  in  this  form,  the  flyer  seems  to  be  a  particu¬ 
larly  dark  shadow.  While  hiding  in  shadows  this  way,  it  can 
neither  attack  nor  fly,  but  it  can  flow  through  existing  shadows 
at  its  flying  rate  as  long  as  an  uninterrupted  path  exists.  Only 
truesight  reveals  the  golem  in  this  form,  but  if  magic  is 
detected  for  in  its  area,  a  faint  dweomer  is  evident. 

The  phantom  flyer  has  the  strength  of  an  iron  golem,  ft  has 
two  tentacles,  with  which  it  can  attack  each  round.  Each  tenta¬ 
cle  inflicts  2d8  points  of  damage, 

.Any  type  of  frg/rt  spell  successfully  cast  onto  this  golem  pin¬ 
points  its  position,  Fire  or  cold-based  spells  do  no  harm.  A  +3 
or  better  magical  weapon  is  required  to  damage  this  creation, 
A  darkness  spell  cast  upon  the  golem  restores  ld8  hit  points  of 
damage;  a  cent  in  w!  darkness*  2d  8+1  points. 

Habitat/Society:  Its  rapid  flight  and  ability  to  hide  make  the 
phantom  flyer  an  excellent  carrier  of  messages.  They  also  are 
quite  useful  spies.  For  example,  a  wizard  sends  a  phantom  flyer 
out  to  spy  on  an  adventuring  party.  It  hides  in  the  shadow  of  a 
war  horse  and  overhears  all  the  party's  conversation  during  the 


day.  At  nightfall,  the  wizard  blows  the  whistle  and  the  phantom 
flyer  flics  back  and  repeats  the  conversation  verbatim,  The  wiz¬ 
ard  either  can  use  the  phantom  flyer  to  transport  himself  to  the 
scene  or  tell  it  to  go  and  fetch  a  party  member  to  the  wizard's 
black  tower  for  who  knows  what  eldritch  ends. 

The  flyer  is  controlled  by  whoever  possesses  its  silver  whis¬ 
tle,  which  shows  a  faint  dweomer.  If  the  whistle  is  lost,  the 
flyer  will  simply  lurk  in  a  shadow  nearby  until  someone  finds 
and  sounds  the  whistle.  While  so  lurking,  the  golem  takes  no 
action  except  to  destroy  light  sources.  As  long  as  the  whistle 
exists,  the  phantom  flyer  is  the  devoted  servant  of  its  master. 
Should  the  whistle  be  destroyed,  the  phantom  flyer  will  fly  off 
to  the  Demiplane  of  Shadow. 

Ecology:  As  an  artificial  construct,  the  phantom  flyer  exists 
only  to  serve  its  master.  Its  essence  comes  from  the  Demiplane 
of  Shadow;  it  is  not  known  what  form,  if  any,  its  animating 
force  takes  there. 

This  golem  requires  three  months  of  construction  time  by  a 
wizard  of  18th  or  higher  level;  it  costs  90,000  gold  pieces.  The 
creating  wizard  needs  two  large  mirrors,  enough  molten  silver 
to  fill  a  large  chalice,  the  pinions  of  a  vrock  (tanar'ri),  and 
enough  fresh  spider  silk  to  cover  the  pinions  twice.  The  wiz¬ 
ard  must  set  the  mirrors  exactly  eleven  paces  apart,  facing 
each  other  squarely.  The  pinions  and  the  silk  are  placed 
between  the  mirrors,  tvjth  the  chalice  of  molten  silver  directly 
before,  the  wing  materials.  Onto  this  area,  the  wizard  casts 
continual  darkness,  Evnrd's  bl/sck  tentacles,  forget,  fly*  wish ,  disinte¬ 
grate,  and  gm$.  What  will  be  left  is  the  mere  reflection  of  a  crea¬ 
ture,  the  victory  of  imagination  over  solidity;  that,  and  the 
silver  whistle  that  controls  it. 


67 


Gulguthhydra 


CLIMATE/TERR  A  IN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 
TREASURE  TYPE: 
ALIGNMENT: 


Swamp  or  subterranean 

Very  rare 

Solitary 

Any 

Omnivore 
Low  (5-7) 

Nil  (B) 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HU  DICE: 

THACO: 

NO,  OF  ATTACKS; 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE; 

MORALE: 

XP  VALUE: 


1 

0 

6 

15 

5 


2  tentacles,  6  heads 
2d6/2d6/ld8+4  (x6) 
Grab,  constriction 
Nil 
Nil 

H  (20') 

Champion  (16) 
10,000 


The  gulguthydrae  combine  the  worst  attributes  of  the 
gulguthras  (otyughs  and  neo-otyughs)  and  hydrae,  Six  mis¬ 
shapen  hydra  heads  perch  in  a  circle  atop  the  hulking  body  of 
this  hybrid,  which  also  possesses  the  gulguthra's  two  ridged 
tentacles.  The  beast's  skin  is  hard,  almost  rock  I  ike,  and  its 
dingy  gray  to  dusky  brown  coloration  aids  it  in  hiding  within 
its  chosen  domains — dark  swamps  or  caverns  and  dungeons. 
Three  squat  legs  provide  locomotion  while  the  two  tentacles 
constantly  check  the  vicinity  for  edible  materials.  Gulguthy¬ 
drae  smell  noticeably  of  rot  and  decay. 

These  creatures  are  so  rare  that  it  is  unknown  if  they  have 
any  language  of  their  own  or  if  they  are  able  to  communicate 
with  other  creatures  at  all 


Combat:  Gulguthydrae  are  always  on  the  hunt  running  their 
ridged  tentacles  over  the  ground  and  ivalls  or  trees,  searching 
for  food.  When  such  is  found,  the  tentacles  lift  the  foodstuffs  to 
the  mouths  of  the  hydrae.  If  the  "food"  resists,  the  tentacles 
strike,  each  inflicting  2d6  points  of  damage.  If  the  gulguthra's 
attack  roll  is  at  least  4  greater  than  needed  to  hit,  the  prey  is 
grabbed,  A  grabbed  prey  can  attempt  a  bend  bars/lift  gates  roll 
to  escape  every-  round  after  the  first;  the  prey  is  constricted  for 
Id6+  3  points  of  damage  per  round,  and  is  lifted  toward  one  of 
the  hydra  heads  for  consumption,  A  hydra  head  bites  prey  held 
by  a  tentacle  with  a  +4  attack  bonus  and  inflicts  ld8+4  points  of 


damage  (this  attack  occurs  the  first  round  after  the  victim  is 
grabbed),  Up  to  two  heads  can  bite  a  target  held  in  a  tentacle, 
and  the  hydra  heads  also  can  attack  on  their  own.  Thus,  a 
gulguthydra  can  attack  up  to  eight  creatures  in  a  round  (one  for 
each  tentacle,  and  one  per  hydra  head). 

Habitat/Society:  Little  is  known  of  how  these  creatures  interact 
with  each  other,  Gulguthydrae  consume  any  animal  or  vegetable 
matter,  be  it  living  or  dead,  fresh  or  rotted.  Driven  by  its  hunger,  a 
gulguthydra  will  not  pursue  active  prey  if  sufficient  amounts  {50 
to  100  lbs,)  of  other,  passive,  foodstuffs  are  available. 

Ecology:  Gulguthydrae  are  perhaps  the  ultimate  scavengers, 
Solitary  creatures,  the  gulguthydra  incessantly  roams  its 
swamp  or  underground  domain  for  food  to  drive  its  massive 
bulk,  A  ferocious  opponent,  a  gulguthydra  seldom  needs  to 
retreat.  Its  slow  movement  rate  does  not  contribute  to  speedy 
withdrawals  in  any  case. 

Their  method  of  reproduction,  if  any,  is  unknown. 


68 


Hakeashar 


CLIMATF/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 
TREASURE  TYPE: 
ALIGNMENT: 


Any 

Very'  rare 

Solitary 

Any 

Magic  (see  below} 
High  (13-14) 

NU 

Chaotic  neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAO: 

NO.  OF  ATTACKS: 
DAM  AGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
M  AGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


I 

10 

3 

9 

II 
0 

Nil 

Absorbs  magic 
See  below 
See  below 

L  (12‘  diameter  sphere) 
Elite  (14) 

2,000 


A  hakeashar  appears  as  a  red,  misty  sphere.  Relatives  of  the 
nishrnu,  these  weird,  rare  creatures  are  believed  to  be  from 
another  plane.  Within  the  red  mists  comprising  the  body  of 
the  hakeashar  are  hundreds  of  grasping  hands,  probing  eyes, 
and  gaping,  hungry  mouths. 

Comb  ah  Hakeashar  have  no  attacks.  Fire  and  physical  attacks 
affect  them  normally;  hits  are  automatic  if  the  attacker  is 
enveloped  by  a  hakeashar.  Cold  attacks  do  half  damage,  but 
magical  fire  and  cold  cannot  form  within  a  hakeashar  and  do 
no  damage.  If  magical  fire  or  cold  contact  the  outside  of  a 
hakeashar  s  body  area,  they  deal  one  round  of  damage  and 
are  then  absorbed  harmlessly  by  the  monster,  (No  hit  points 
are  gained  for  absorbed  cold-  and  fire-based  spells.) 

Hakeashar  move  fearlessly  and  relentlessly  toward  sources 
of  magic,  taking  full  damage  from  physical  attacks.  The 
unique  structure  of  the  hakeashar  and  its  diet  of  magic  have 
the  following  effects  in  combat: 

•  Mind-control  spells  and  illusions  have  no  effect  on  them. 

•  Damaging  spells  cast  at  a  hakeashar  are  absorbed  by  it, 
having  no  effect  except  to  give  the  creature  hit  points  equal  to 
the  damage  normally  done  by  the  spells  (the  exceptions  are 
cold*  and  fire-based  spells,  as  mentioned  above). 

•  A  nondamaging  spell  gives  a  hakeashar  extra  hit  points 
equal  to  its  spell  level 

•  Chargeable  magical  items  are  drained  of  1-4  charges  on 
contact  with  a  hakeashar;  if  contact  continues,  ld4  more 
charges  are  drained  at  the  end  of  every  second  round. 

%  Nonchargeable  magical  items  have  their  powers  negated 
while  in  contact  with  this  monster,  and  are  negated  for  1-4 
rounds  after  contact  as  well. 

•  Potions  or  scrolls  used  while  in  contact  with  a  hakeashar 
do  not  take  effect  until  1-4  rounds  after  contact  is  broken. 

%  Artifacts  become  no  nope  rational  while  in  contact  with  a 
hakeashar,  and  remain  inactive  for  1  round  after  contact  ceases. 

•  Spellcasters  of  all  classes  lose  one  memorized  spell,  determined 
randomly,  at  first  contact  with  the  hakeashar  Thereafter,  they  lose 
one  random  spell  for  each  round  they  remain  within  the  body  area 
of  the  monster  (whether  partially  or  fully).  Each  time  a  spell  is  lost 
in  this  manner,  the  spellcaster  must  make  a  successful  saving  throw 
vs.  breath  weapon  or  be  temporarily  feebleminded;  see  the  5th-levei 


wizard  spell  of  the  same  name  for  effects  and  duration. 

When  a  hakeashar  is  slain,  Its  body  dissipates,  losing  lumi¬ 
nosity  and  hue,  seeming  to  sink  into  the  ground  and  drift 
away.  Any  magical  items  within  its  body  area  when  it  is  slain, 
or  any  magical  weapon  skying  it,  even  if  no  longer  in  contact 
with  the  body,  receives  a  magical  bonus  of  Idb  additional 
charges,  or  a  second  use  in  the  case  of  one-shot  items  like 
scrolls  or  magical  arrows.  Potions,  memorized  spells,  artifacts, 
and  items  that  do  not  have  charges  are  not  augmented. 

If  a  rod  of  absorption  or  a  ring  of  spell  turning  is  within  the  body 
area  of  a  hakeashar,  there  is  a  5%  chance  of  instantly  destroying 
the  creature  upon  contact  (regardless  of  the  wishes  of  the  owner). 
The  magic-absorbing  and  -warping  capabilities  of  the  items  inter* * 
act  with  the  magical  substance  of  the  hakeashar  and  fully  absorb 
the  creature.  The  items  change  color  to  a  dusky  red,  but  other¬ 
wise  suffer  no  effect.  If  this  doesn't  occur  upon  contact,  the  items 
are  affected  as  normal  by  the  hakeashar. 

Habitat/Society:  Hakeashar  are  not  native  to  the  Prime  Material 
Plane,  and  are  suspected  natives  of  one  of  the  Outer  Planes.  On 
the  Prime  Material  Plane,  they  appear  to  be  solitary  creatures. 

A  hakeashar  has  the  ability  to  give  20%  of  the  number  of 
spells  or  charges  absorbed  within  a  turn  to  a  person,  but  this  is 
done  very  unwillingly?  this  Is  usually  an  action  done  on  its 
original  plane  in  exchange  for  transport  to  the  Prime  Material 
Plane  (or  vice-versa). 

Ecology:  Hakeashar  feed  on  magic,  and  their  bodies  corre¬ 
spondingly  pulse  and  glow  as  they  drift  about.  The  hakeashar 
can  seep  through  openings  as  small  as  finger-width  cracks,  and 
they  always  move  toward  the  greatest  concentration  of  magic 
within  60  feet.  If  a  hakeashar  encounters  a  wild  magic  zone,  it 
tends  to  stay  within  its  environs  due  to  the  background  magic 
(unless  powerful  magic  sources  draw  it  out  of  the  area). 


69 


Horse,  Moon-horse 


CLIMATE/TERR  AIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Plains,  meadows  {elven  lands) 

Rare 

Herd 

Day 

Herbivore 

Average  to  verv  (9—12) 

Nil 

Chaotic  good 


NO-  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


5-20 

7 

18 

4 

17 

2 

1d8/1d8 

Spells 

Immunity  to  undead  powers 

Nil 

L 


Champion  (15) 
270 


Moon-horses,  also  known  as  teu'kelytha,  are  a  race  of  highly 
intelligent,  magic-using  horses  that  are  unique  to  elven  lands. 
These  magnificent  animals  vary  from  white  to  silvery-gray  in 
color,  with  manes  ranging  from  white  to  black.  A  moon- 
horse's  eyes  are  deep  and  highly  intelligent,,  and  its  facial 
expressions  reflect  a  w  ide  variety  of  moods. 

Moon-horses  are  similar  in  temperament  to  the  elves  whom 
they  serve.  They  roam  freely,  but  volun  tarLlv  serve  as  elven 
cavalry  mounts  when  there  is  great  need. 

Although  they  do  not  speak  elvish,  they  do  understand  it 
and  can  respond  intelligently. 

Combat:  Moon-horses  are  tough  fighters,  and  far  less  flighty 
than  ordinary  horses.  Each  moon-horse  has  the  ability  to  cast 
one  magical  spell  per  day  as  determined  by  rolling  Id  10  and 
referring  to  the  table. 

Moon-horses  are  completely  im  mune  to  special  attacks  by 
undead  creatures,  including  but  not  limited  to  aging,  charm, 
fear,  level  drain,  paralysis,  possession,  poison,  and  Strength 
loss.  They  still  take  normal  damage  from  physical  attacks, 
including  chilling  touch  (as  by  a  shadow),  and  spells  cast  by 
undead  creatures. 


Habital/Society:  Moon-horses  normally  travel  in  herds  of  as 
many  as  20  individuals.  These  are  mostly  foals  and  mares,  led 
by  a  stallion.  However,  some  moon-horses—especially  young 
stallions — associate  voluntarily  with  elves,  serving  as  com¬ 
panions  and  mounts. 

The  horses'  association  with  the  elves  is  a  very  old  one. 
Ancient  legends  tell  of  heroes  who  rode  wise  and  mighty 
moon-horses  into  battle,  and  of  moon -horses  w  ho  saved  their 
masters  at  the  cost  of  their  own  lives.  The  alliance  between  the 
two  continues  to  this  day 


Ecology:  Moon-horses  are  quite  long-lived,  with  a  lifespan  of 
200  years  or  more.  However,  the  breed  suffers  from  low  fertil¬ 
ity  A  typical  mare  will  bear  but  one  or  two  foals  during  her 
entire  lifetime.  Because  of  the  rarity  of  foals  among  the  moon- 
horses,  a  new  birth  is  a  momentous  event,  celebrated  by 
moon-horses  and  elves  alike. 

On  Toni,  the  last  herds  of  moon-horses  were  transported  to 
Evermeet  during  the  elven  retreat  from  the  mainland,  and 
most  continue  to  run  free  through  the  island's  forests  and 
meadowy,  serving  the  riders  of  Queen  Amlaruii  as  needed. 


Magical  Abilities  of  Teu'kdytha 
Die  Roll  Spell 

1  Coior  Spray 

2  Magic  Missile 

3  Shield 

4 

5  Wall  of  Fog 

6  Knock 

7  Ray  of  Enfeeblement 

8  Stinking  Cloud 

9  Summon  Swarm 

10  Web 


70 


Human,  Dragon  Slayer 


CLI  MATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Any 

Eta  re 

Group 

Any 

Omnivore 

High  (13) 

L  M,  U 

Any 

NO.  APPEARING: 

2-12 

ARMOR  CLASS: 

4  or  better 

MOVEMENT: 

12 

HIT  DICE: 

2+ 

THACO: 

19  or  better 

NO.  OF  ATTACKS: 

I 

DAMAGE/ATTACK: 

By  weapon 

SPECIAL  ATTACKS: 

See  below 

SPECIAL  DEFENSES: 

See  below 

MAGIC  RESISTANCE: 

Nil 

SIZE: 

M  {6J  to  7r  tall) 

MORALE: 

Elite  (13) 

XP  VALUE: 

Slayer  Warrior  (2  HD): 

270 

Slayer  Knight  (7  HD): 

5,000 

Slayer  Mage  {5  HD): 

4,000 

The  dragon  slayer  is  a  human  warrior  specially  trained  to  bat¬ 
tle  dragons.  Some  dragon  slayers  consider  themselves  to  be  on 
a  holy  mission  of  one  sort  or  another,  while  others  are  simply 
part  of  an  order  of  knights  dedicated  to  protecting  human ity 
from  one  or  more  types  of  dragons. 

A  dragon  stayer  is  easy  to  recognize.  Warriors  and  priests 
wear  specially  crafted  armor  designed  to  protect  them  from 
the  weapons  of  dragons — claws,  teeth,  and  breath.  The  armor 
often  makes  the  slayers  look  like  the  great  wy  rats  they  battle, 
with  helms  shaped  into  dragon  heads,  plate  mail  inlaid  with  a 
pattern  of  scales,  and  spiky  protrusions  jutting  from  the  shoul¬ 
ders,  elbows,  and  knees.  Slayer  mages  wear  cloaks  of  dragon 
scales  with  hoods  fashioned  from  dragon  skulls. 

Dragon  slayers  speak  the  common  language  of  the  land 
they  live  in,  as  well  as  the  language  of  one  group  of  dragons 
(metallic,  chromatic,  or  gem). 

Combat:  The  traditional  weapons  of  the  dragon  slayers 
include  any  weapons  that  inflict  great  damage  on  large  crea¬ 
tures.  Favorites  include  the  long  sword,  heavy  and  medium 
horse  lance,  aw)  pike,  bardiche,  bastard  sword,  two-handed 
sword,  and  trident.  Some  slayers  employ  long  sword  +2,  dragon 
slayers  {25%).  Mages  wield  daggers  of  dragon  teeth  and  staves 
of  dragon  bone. 

The  slayers  of  4th  level  or  higher  wear  enchanted  armor.  In 
battle  with  dragons,  the  armor  glows  and  adds  a  protection 
bonus  of  +1  to  +5.  Only  warriors  above  9th  level  who  have  been 
true  to  their  cause  can  hope  to  gain  the  highest  enchantment. 
Dragonslayer  mages  wear  specially  crafted  cloaks  that  provide 
a  +1  protective  bonus.  At  5th  level,  a  mage's  cloak  becomes 
enchanted  against  dragons  and  provides  an  additional  +1  pro¬ 
tection  bonus.  By  12th  level  the  bonus  can  be  as  high  as  +5. 

Dragon  slayers  are  immune  to  the  effects  of  dragon  fear. 
Warriors  receive  a  +2  bonus  to  attack  rolls  made  against  all 
dragons,  and  a  +4  bonus  against  one  type  of  dragon.  When 
fighting  dragons,  slayers  get  damage  roll  bonuses  equal  to 
their  levels.  Because  of  their  training,  slayers  save  vs.  breath 
weapon  for  ha  I  f  or  no  damage.  Some  slayers  (60%)  use  mounts 


of  heroic  proportions  (either  war  horses  or  flying  creatures). 
These  creatures  receive  the  same  fear  immunity,  attack 
bonuses,  and  breath  weapon  defenses  as  their  masters. 

Dragon  slayer  warriors  team  special  attacks  as  part  of  their 
training,  They  receive  one  of  these  attacks  upon  reaching  1st, 
4th,  8th,  and  12th  level. 

Dazzle:  This  ability  confuses  a  dragon  and  hinders  its  ability 
to  cast  spells  or  use  its  innate  powers.  The  slayer  twirls  his  or 
her  weapon  in  such  a  way  as  to  captivate  or  disorient  the 
dragon  foe.  The  twirling  weapon  disrupts  the  dragon's  con¬ 
centration,  making  it  impossible  for  the  dragon  to  gather  the 
merest  thoughts  necessary  to  activate  a  spell  or  innate  ability 

Wing  Attack:  Aimed  at  a  dragon's  wing  muscles,  this  attack 
is  made  with  a  -3  penalty.  In  addition  to  normal  damage,  this 
attack  keeps  a  dragon  from  flying  for  1  round  per  point  of 
damage  inflicted  in  the  attack. 

Breath  Stun  Aimed  at  a  dragon's  gullet,  this  attack  disables 
a  dragon's  breath  weapon.  It  is  made  wdth  a  -4  penalty.  In 
addition  to  normal  damage,  the  breath  weapon  is  disabled  for 
1  round  per  point  of  damage  inflicted. 

Great  Blow:  This  attack  uses  everything  a  slayer  has  and  may 
be  aimed  at  any  part  of  the  body,  A  slayer  expends  hit  points 
and  receives  a  -4  penalty.  If  successful,  the  dragon  takes  normal 
damage  plus  loses  as  many  hit  points  as  the  slayer  expended. 

Habitat/Society:  The  most  common  orders  of  dragon  slavers 
are  holy  knights  who  worship  a  dragon  god  but  hate  all  mor¬ 
tal  dragons,  or  warriors  dedicated  to  battling  evil  dragons. 
They  study  dragons  intensely  to  learn  how  best  to  defeat 
them.  All  travel  the  land,  seeking  their  eternal  foes. 

Ecology:  Except  for  theit  fascination  with  all  things  draconic, 
slayers  are  otherwise  normal  humans. 


71 


Human,  Vistana 


CLIMATE/TERRAIN: 
FREQUENCY! 
ORGANIZATION: 
Acnvrry  cycle: 

DIET; 

INTELLIGENCE; 

TREASURE; 

ALIGNMENT: 


Any  land 
Very  rare 
Clan 
Any 

Omnivore 

Average  to  Exceptional  (9-16) 
h  K,  M  (A) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE; 

THACO: 

NO*  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


5-50 
6  {10) 

12 

1 

20 

1 

ld6  or  by  weapon 
Evil  eye 
Prognostication 
Nil 

M  (6'  tall) 

Steady  (11-12) 

15 


The  Vistani  (singular,  Vistana)  are  a  mysterious  nomadic  peo¬ 
ple  resembling  gypsies  in  manner,  dress,  and  custom. 
Although  their  origins  are  lost  in  the  distant  shadows  of  their 
oral  history,  their  legends  agree  that  the  Vistani  fled  the  place 
of  their  origin  to  escape  a  terrible  shadowy  enemy,  which  still 
seems  able  to  threaten  them. 

The  Vistani  are  swarthy  and  dress  in  vibrant  clothing;  their 
hair  is  generally  black,  though  some  are  born  with  amber 
tresses,  Their  eyes  are  black  and  luminous,  and  a  few  tribes 
have  features  that  suggest  the  Orient. 

In  addition  to  the  common  tongue,  the  Vistani  have  a  secret 
language  of  their  own,  which  has  special  trail  signs  and  much 
in  common  with  thieves'  cant. 

Combat:  Many  Vistani  are  skilled  as  warriors  and  thieves. 
Spell  casters  are  rarer  and  usually  women*  Vistani  typically 
arm  themselves  with  swords,  daggers,  cudgels,  light  axes,  and 
similar  weapons.  Missile  weapons  are  uncommon;  longer  dis¬ 
tance  weapons  tend  to  be  light  crossbows  or  slings,  while 
throwing  daggers  are  popular  for  short  ranged  work. 

Many  Vistard  have  a  gaze  attack  called  the  evil  eye.  This 
focuses  powerful  negative  emotions — hate,  anger,  jealousy  — 
□gainst  a  creature  meeting  their  gaze*  The  attack  is  usable 
thrice  per  day,  and  can  manifest  in  one  of  five  wFays.  The  most 
common  are  a  hold  (person  or  monster)  or  a  curse  (though  fear, 
charm,  and  suggestion  effects  are  not  unknown).  To  avoid  the 
effect,  the  target  creature  must  make  a  successful  saving  throw 
vs.  paralvzation.  Failure  against  any  except  the  curse  afflicts 
the  creature  for  2-5  rounds;  failing  against  the  hold  by  4  or  or 
more  inflicts  disabling  convulsions  upon  the  victim  for  three 
rounds.  The  curse  effect  is  similar  to  the  reverse  of  the  4th4evel 
wizard  spell  remove  curse.  It  can  affect  either  a  creature  or  an 
item,  but  the  curse  itself  must  be  spoken, 

Habitafc/Society:  The  Vistani  are  vagabonds,  wandering  from 
land  to  land,  seldom  pausing  for  more  than  a  week  in  any  one 
place  A  Vistani  caravan  has  5  to  30  members,  and  is  usually 
an  extended  family.  The  leader  is  a  woman,  called  a  raunie  f 
and  she  is  assisted  by  a  man,  called  a  captain.  Caravans  of  30  or 
more  will  be  led  by  a  raunie  of  at  least  5th  level  and  a  captain 
of  4th  level,  while  those  of  the  greatest  size  will  have  a  raunie 


and  captain  of  at  least  8th  and  7th  level,  respectively* 

Non- Vistani  are  called  giorgios.  While  these  individuals  may 
be  befriended  or  guided  (or  swindled),  they  will  not  be  con¬ 
sidered  part  of  the  Vistani  fellowship. 

The  Vistani  pursue  a  number  of  occupations.  All  caravans 
have  at  least  some  fortune  tellers  and  entertainers,  and  charac¬ 
ters  of  nearly  any  rogue  or  warrior  class  (except  paladins)  may 
be  found  among  them.  While  the  Vistani  do  not  have  clerics  or 
priests  of  an  organized  religion,  this  role  is  fulfilled  by  individ¬ 
uals  who  function  as  shamans,  mystics,  healers,  or  oracles. 
Most  of  these  are  Vistani  women. 

Most  Vistani  live  in  traveling  wagons*  The  typical  wagon, 
called  a  vardo ,  is  small  wooden  caravan  wagon  with  a  high 
arching  roof  and  a  door  at  the  back.  'Ihe  driver  sits  at  the  front 
in  an  outdoor  seat*  Yard  os  are  painted  in  vivid  colors  and 
might  even  have  tiny  windows  of  tinted  glass,  if  the  owner  is 
prosperous.  The  vardo  travels  with  a  menagerie.  Horses  and 
faithful  mongrel  dogs  trot  along  side.  Crates  of  chickens  may 
be  strapped  to  the  sides  or  beneath  the  wagon,  and  a  tethered 
ox  or  goat  may  bring  up  the  rear.  Sometimes  a  trained  bear 
accompanies  the  caravan,  ready  to  amaze  and  entertain  vil¬ 
lagers  at  the  next  stop. 

The  campfire  is  the  center  of  Vistani  family  life.  Each  night, 
the  men  build  roaring  fires  and  play  their  violins  as  young 
women  dance  and  recount  the  oral  history  of  the  family.  Older 
members  recall  important  legends  at  these  nightly  gatherings. 

Beyond  the  independent  caravans,  the  Vistani  dans  are 
loosely  united  into  a  number  of  "tribes."  The  tribes  are  further 
united  into  three  great  Vistani  "nations,"  called  tasques.  While 
each  "nation"  has  its  own  manner  of  dress,  appearance,  and 
traditions,  they  all  recognize  each  other  as  fellow  Vistani.  Each 
nation  has  certain  crafts  and  services  in  which  its  members 
traditionally  excel.  The  three  distinct  nations  of  the  Vistani  arc 
the  Kaldresh,  the  Boem,  and  the  Manusa, 


72 


Human,  Vistana 


Kaldresh 

The  Kaldresh  are  "camp  followers:"  tinkers,  smiths,  animal 
trainers,  and  healers.  They  pride  themselves  in  their  ability  to 
supply  armies,  trade  caravans,  adventurers,  and  others  with 
the  proper  tools  needed  to  defeat  enemies,  as  well  as  needed 
healing  after  a  battle.  The  Kaldresh  have  been  known  to  sup- 
ply  both  sides  in  a  conflict,  not  really  earing  about  the  disputes 
of  non- Vistani,  but  more  interested  in  making  a  living.  Tribes 
include  the Kamii, Equaar,  and  Vatraska. 

Boem 

The  Boem  are  consummate  entertainers.  Their  camps  are 
rife  with  bards,  dancers,  musicians,  and  con  men.  They  seem 
to  have  the  ability  to  turn  even  the  most  hostile  audience  into 
an  adoring  crowd,  and  frequently  a  charming  Boem  can  con¬ 
vince  an  entire  village  to  gamble  away  months  of  savings  on  a 
rigged  game  with  a  smile  and  a  few'  well-placed  words,  They 
have  a  darker  side;  they  also  hire  out  as  smugglers,  kidnap¬ 
pers,  and  assassins,  using  their  innate  charm  to  circumvent 
obstacles  that  stymie  others.  Like  the  Kaldresh,  the  Boem 
might  accept  such  assignments  from  all  sides  in  a  conflict,  per¬ 
forming  what  they  view  as  necessary,  preordained  tasks. 
Tribes  include  the  Naiat  and  the  Corvara, 

Marnisa 

The  Manusa  are  the  rarest  of  the  major  tribes  and  are  sel¬ 
dom  encountered  in  numbers  larger  than  a  single  family*  They 
are  the  most  mysterious  and  reclusive  of  the  Vistanj  and  the 
ones  closest  to  the  oldest  legends  of  the  race.  They  are  tinker* 
ers  in  the  arcane:  amulets,  charms,  potions,  and  lore*  Rumor 
says  they  have  the  power  to  bend  time  and  space  to  their  will, 
and  that  they  know  much  of  ancient  evils  and  how  best  to 
ward  off  or  escape  them,  ft  is  believed  they  guard  the  other 
Vistani  from  the  return  of  their  age-old  enemy  Tribes  include 
the  Can  jar  and  the  Zarovan. 

Ecology:  The  Vistani  diet  consists  of  roasted  meat,  goat's  and 
mare's  milk,  berries  and  other  fruit,  and  strong  coffees. 

They  are  a  passionate  people  who  value  their  arts  and  their 
families  above  all  else.  While  they  ma\  befriend  or  defraud 
giorgios,  they  value  their  freedom,  and  also  value  honesty  and 
loyalty  among  their  own.  They  may  join  others  against  ancient 
and  enduring  evils  if  convinced  the  evil  is  a  personal  threat  to 
the  Vistani,  or  thev  may  just  move  away.  Only  rarely  will  a 
Vistani  become  a  true  servant  of  evil,  and  these  are  invariably 
outcasts* 

The  Vistani  earn  their  living  in  various  ways,  mostly 
through  services,  minor  arcana,  fortune  telling,  and  entertain¬ 
ing,  though  they  have  a  reputation  for  thievery.  They  occa¬ 
sionally  hire  out  as  guides.  They  have  a  knack  for  guiding 
parties  safely  to  wherever  they  wish  to  go*  (hi  these  cases  the 
Vistani  perform  exactly  according  to  contract,  not  going 
beyond  the  letter  of  the  agreement,  but  not  falling  short  of  it, 
either).  They  axe  not  adverse  to  negotiating  a  new'  contract  if 
the  other  party  wishes.  They  are  clever,  and  always  find  ways 
to  honoT  their  agreements,  even  if  these  have  been  made  with 
conflicting  sides. 


Other  Vistani 

Unity  with  the  caravan  and  tribe  and  their  nomadic  lifestyle 
is  so  central  to  the  Vistani  character  that  if  one  breaks  from  the 
tribe,  a  distinct  transformation  occurs  in  his  or  her  personality. 
These  solitary  Vistani  include  several  distinct  types: 

Dark  lings 

Darkling*  are  Vistani  who  have  been  cast  out  of  the  fellow¬ 
ship  for  unforgivable  crimes  against  other  Vistani  (such  as 
murder).  While  they  appear  much  as  other  Vistani,  their  fea¬ 
tures  are  generally  sunken  and  starved,  and  their  eyes  burn 
with  hatred.  They  believe  the  world  has  done  them  a  great 
wrong  and  nowr  owes  them  a  great  debt.  Thus,  they  take  what 
they  feel  they  need,  without  regard  for  the  consequences. 
Darklings  often  lead  or  are  found  in  bands  of  ruffians  or  ban¬ 
dits,  They  have  no  fortune  telling  abilities,  but  still  possess 
their  evil  eye  ability,  The  death  of  a  darkling  will  be  sensed  by 
any  nearby  Vistani  caravan;  they  will  arrive  on  the  scene  to 
give  the  darkling  a  proper  Vistani  burial.  Without  such  a  ser¬ 
vice,  they  darkling  will  rise  as  an  undead  creature  to  continue 
extracting  the  payment  the  world  owes  him. 

Dufckar 

The  dukkar  is  the  product  of  a  cursed  union,  and  is  fated  to 
be  an  agent  of  the  Vistani's  shadowy  enemy  He  is  a  male  Vis¬ 
tana  born  with  the  power  to  see  into  the  future,  and  he  will 
commit  great  atrocities  in  his  lifetime.  The  dukkar  is  a  blind 
spot  in  the  Vistani  ability  to  foresee  the  future,  and  any  Vistani 
precognition  is  unreliable  or  fails  outright  when  he  is  involved. 
Often,  a  dukkar  will  be  immune  to  the  Vistani  evil  eye.  The 
Zarovan  tribe  has  the  duty  to  locate  and  destroy  any  dukkar 
before  he  reaches  adulthood.  If  they  fait  the  dukkar  will  cause 
great  upheaval  and  tragedy.  Legend  say  that  the  dukkar's 
dark  powers  will  increase  in  strength  and  number  as  he  sur¬ 
vives;  these  are  unpredictable  and  unique  to  the  individual. 

Mortu 

Vistanj  who  give  up  the  nomadic  life  to  live  among  settled  peo¬ 
ples  are  called  mortu.  They  soon  lose  their  powers  of  foresight 
and  emerge  as  nervous,  suspicious  indi  viduals  who  demand 
solitude  on  a  regular  basis.  Some  live  by  faking  the  talents  of  true 
Vistani,  others  join  thieves'  guilds  or  become  adventurers*  The}' 
are  driven  by  a  yearning  for  their  former  Me  and  community,  bu  t 
are  somehow'  never  able  to  recapture  it.  in  combat,  they  often 
fight  wildly  and  ruthlessly,  driven  by  a  desperate  despair. 

Fahtah 

The  reclusive  fahtah,  often  called  a  witch  or  a  hag  by  non- 
Vistani,  is  a  woman  of  the  Vistani  who  has  left  her  tribe  to 
spend  her  days  communing  with  spirits.  Now  she  cackles 
gleefully  at  the  shadows  that  flit  past  her  campfire,  as  she 
speaks  in  long-dead  languages  to  spirits  that  only  she  can  see. 
Fahtah  are  loved  by  the  spirits  with  which  they  commune,  and 
any  attack  upon  one  will  subject  the  attacker  to  a  swarm  of 
ncmcorporeal  undead,  as  well  as  curses  great  in  both  number 
and  power,  A  fahtah  often  retires  from  Vistani  life  because  of 
some  great  tragedy,  curse,  or  madness  that  has  afflicted  her  or 
her  immediate  family. 


73 


jellyfish,  Giant  (Portugese  Man-o-War) 


CLIMATE/TEKRAIN: 

FREQUENCY: 

ORGANIZATION: 

Acrrvm  cycle: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


Tropical  ocean 

Uncommon 

Solitary 

Diurnal 

Carnivore 

Non-  (0) 

Nil 

Neutral 


1-10 

9 

1 

1  to  4 
1-2  HD:  19 
34  HD:  17 
1 

Id  10 

Paralyzatton 

Transparent; 

Nil 

S  to  L  (2H -10') 

8  to  12 

1  HD:  65  3  HD:  175 

2  HD;  120  4  HD:  270 


Portugese  men-o-war  are  giant  jellyfish  that  float  in  warm  sea 
waters,  trailing  their  deadly  tentacles  below,  They  most  often 
float  at  or  just  below  the  surface  of  the  ocean,  and  often  wash  up 
on  beaches  during  storms.  Some  types  are  are  nearly  transpar¬ 
ent;  it  is  90%  probable  that  these  will  be  undetected  unless  the 
creature  encountering  them  is  able  to  detect  invisible  objects. 

Combat:  The  portugese  man-o-war  is  a  drifting  hazard  with 
no  perceptible  intelligent  control  of  its  movements  except  an 
instinctive  reaction  to  avoid  pain.  Any  creature  touching  the 
tentacles  takes  damage  from  their  poison  and  must  make  a 
successful  saving  throw  vs.  paralyzation  or  be  paralyzed  for 
several  hours.  Paralyzed  creatures  will  be  drawn  up  by  the 
tentacles  and  devoured  in  3d4  turns. 

Each  Portugese  man-o-war  has  10  to  40  tentacles.  Their  num¬ 
ber  and  length  is  a  function  of  the  creature's  size;  for  each  Hit 
Die,  the  tentacles  are  10  feet  long.  The  diameter  is  also  a  function 
of  Hit  Dice,  A  1  Hit  Die  portugese  man-o-war  is  2M  feet  in  diam¬ 
eter  and  has  10  tentacles  that  are  10  feel  long.  A  2  Hit  Dice  Por¬ 
tugese  man-o-war  has  a  5-foot  diameter  and  20  tentacles  of 
20-foot  length,  A  3  Hit  Dice  creature  has  a  diameter  of  TA  feet 
and  30  tentacles  of  30-foot  length,  and  a  4  Hit  Dice  creature  has  a 
diameter  of  10  feet  and  40  tentacles  that  trail  downward  40  feet. 

Each  tentacle  requires  but  a  single  hit  point  to  sever,  but  this 
does  not  damage  the  creature.  Only  hits  on  the  creature's  body 
Will  kill  it.  Severed  tentacles  regenerate  in  several  days, 

Habitat/Society:  Adult  portugese  men-o-war  are  solitary 
drifters,  borne  on  warm  ocean  tides,  though  chance  may  well 
bring  them  together  in  larger  numbers.  They  are  most  com¬ 
mon  in  tropical  shallows,  and  are  rarely  found  deeper  than 
light  can  easily  penetrate  (about  30  to  41)  feet). 


Occasionally  storms  wash  Portugese  men-o-war  up  onto 
beaches,  where  their  tentacles  become  partially  buried  in  the 
sand  and  hard  to  see.  This  might  result  in  a  nasty  surprise  for  a 
creature  walking  barefoot  on  the  sand  or  digging  by  hand.  Of 
course,  scavengers  like  small  crabs  and  sea  birds  make  short 
work  of  the  beached  jellyfish. 

Ecology:  Certain  types  of  small  fishes  seem  to  be  immune  to 
the  paralytic  poison  and  take  refuge  from  larger  predators 
among  the  tentacles,  effectively  luring  such  predators  to  the 
man-o-war.  Some  primitive  tribes  use  the  tentacles  of  Por¬ 
tugese  men-o-war  in  crude  traps,  and  might  construct  crude 
scourges  of  short-lived  effectiveness  from  the  tentacles, 

Sea  Swarm 

Immature  portugese  men-o-war  are  occasionally  found  in 
great  swarms  in  tropical  seas.  They  are  attracted  to  light  and 
vibration,  and  can  deliver  nasty4  stings  to  the  unprotected,  Being 
caught  in  such  a  swarm  can  be  dangerous.  The  swarm  as  a 
whole  is  treated  as  a  single  creature  of  2  Hit  Dice;  exceptionally 
large  gatherings  can  be  treated  as  multiple  swarms.  Each 
swarm  as  a  whole  has  one  attack  per  round,  inflicting  ld4 
points  of  damage  and  requiring  a  saving  throw  vs,  paralysis.  As 
such  swarms  move  slowly  and  erratically,  it  is  unlikely  that  a 
creature  will  suffer  more  than  one  attack  unless  the  swarm  is 
magically  controlled.  These  jellyfish  are  too  small  to  devour  all 
but  tlie  smallest  creatures  they  paralyze;  however,  they  will  feed 
on  the  scraps  left  by  predators  who  tear  apart  their  victims.  Sea 
swarms  can  appear  as  a  result  of  aquatic  monster  summoning. 


74 


Kalin 


CLIM  ATE/TERR  AI N: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 

D  AM  AG  EfATTAC  K: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE; 

XP  VALUE: 


Subterranean 
Uncommon 
Solitary  or  mated  pair 
Any 

Carnivore 
Semi-  (2-4) 

Nil 

Lawful  neutral 


1-6 

5 

18,  Cl  9 
7 
13 
3 

Idl0/ldl0/2d6 
5u  prise,  grapple 
NU 
Nil 

L  (UV  long) 
Fanatic  (18) 

650 


Kalin  are  large  insectoid  creatures  that  appear  to  be  a  mon¬ 
strous  mix  of  spider  and  ant.  Mottled  brown  to  yellow  chiti- 
nous  plates  cover  their  long  bodies.  Oversized,  glowing  eyes 
jut  out  over  tremendous  mandibles  that  look  to  be  able  to  snap 
a  small  horse  in  half.  Its  sharp-edged  forward  limbs  can  make 
deadly  slashing  attacks,  and  the  kalin  are  equally  at  home  on 
horizontal  or  vertical  surfaces. 


Combat:  Each  kalin  can  emit  a  sticky  strand,  like  a  spider's 
web,  from  its  abdomen  in  order  to  lower  itself  from  a  cave  ceil¬ 
ing  to  the  ground  below  .  Kalin  often  use  this  ability  to  surprise 
foes  (-2  to  opponents'  surprise  rolls).  Kalin  that  strike  from 
above  with  surprise  and  hit  cause  double  damage  m  the  first 
round  of  combat 

A  kalin  attacks  three  times  per  round.  Us  two  slashing  limbs 
attack  like  swords,  causing  ldlO  points  of  damage  with  every 
hit.  Its  crushing  mandibles  deliver  2d6  points  of  damage.  In 
addition,  if  the  bite  hits,  the  kalin  grapples  its  victim  and  holds 
it  tight  ^causing  only  Id6  points  of  crushing  damage  per 
round).  The  next  round,  the  grappled  victim  is  hit  automati¬ 
cally  by  both  slashing  limbs  and  the  crushing  attack.  A  grap¬ 
pled  individual  can  break  free  of  the  mandibles  by  making  a 
successful  open  doors  roll  (creatures  without  a  Strength  rating 
save  vs.  breath  w eapon).  If  the  victim  doesn't  break  free,  the 
slashing  and  crushing  attacks  hit  again  automatically  each 
round,  until  the  victim  escapes  or  is  killed, 

A  kalin  ignores  attacks  made  against  it  in  favor  of  dealing 
with  a  victim  grappled  by  its  mandibles  However,  it  reduced 
to  less  than  half  its  total  hit  points,  a  kalin  releases  a  grappled 
creature  in  order  to  defend  itself. 


Habitat/Society:  In  the  wild,  kalin  live  in  subterranean  tun¬ 
nels  and  caves  as  nomadic,  solitary  predators.  As  they  are  only 
slightly  less  aggressive  than  wall  walkers  (see  Wall  Walker), 
only  a  few  live  in  dose  proximity  to  each  other. 

Mating  season  occurs  in  the  late  summer  or  fall.  At  this 
time,  a  mated  pair  will  establish  a  nest  and  prepare  to  lay  eggs. 
Kalin  females  lay  eggs  once  per  year,  averaging  10  offspring 
per  season.  Eggs  hatch  three  months  after  being  laid,  and  the 
male  remains  with  the  eggs  throughout  their  incubation 
period.  After  the  eggs  hatch,  the  parents  and  offspring  go  their 


separate  ways.  Kalin  reach  maturity  in  about  six  months'  time 
and  live  to  be  about  five  years  old. 

Ecology:  Kalin  compete  for  food  and  living  space  with  wall 
walkers,  Kalin  eat  meat,  hunting  giant  beetles,  spiders,  tunnel 
worms,  and  the  occasional  humanoid. 

Some  primitive  cave-dwelling  cultures  use  the  chitinous 
plates  of  the  kalin  to  fashion  crude  armor,  weapons,  and  tools. 
They  rarely  kill  kalin  for  this  purpose,  but  instead  will  search 
the  nearby  tunnels  for  wild  kalin  that  have  expired, 

Kalin  Riders 

Some  cultures  tame  kalin  and  use  them  for  mounts.  "Tame"  is 
a  relative  term:  The  kalin  are  difficult  tn  handle  and  must  usu¬ 
ally  be  separated  from  other  mounts  and  each  other  to  avoid 
trouble.  A  special  saddle  and  tack  are  necessary  for  the  rider,  if 
the  kalin  is  to  be  ridden  up  walls  and  across  ceilings. 

Kalin  riders  are  ferocious  opponents.  They  are  trained  to 
fight  in  cooperation  with  their  mounts;  a  kalin  and  its  rider 
can  both  attack  the  same  foe  in  the  same  round  of  combat. 
Trained  riders  also  receive  the  kalin  damage  bonus  when 
dropping  from  above  with  surprise.  Elite  units  may  have  other 
bonuses  due  to  their  extremely  aggressive  attack  style. 

One  such  unit,  the  templars  of  New  Giustenal  in  the  Dark 
Sun'-  setting,  has  four  squadrons  of  25  riders,  each  led  by  an 
8th  level  captain  who  is  assisted  by  a  defiler  mage  of  at  least 
7th  level.  All  riders  are  wild  talent  psionics,  and  are  armed 
with  magical  weapons* 


75 


Kholiathra 


CLIMATE/TERRA  IN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


NO.  APPEARING: 
.ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACQ: 

NO.  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


Forests,  elven  lands 
Very  rare 
Group 
Any 

Herbivore 
Average  (10) 

Nil 

Neutral  good 


1-6 

0 

FI  24  (A) 
3+3 
17 
1 

ld6 

Bad  luck 
In  Visibility 
25% 

M  (61  tall) 
Average  (8) 
650 


The  kholiathra  are  cunning  spirits,  usually  unseen,  who  keep 
watch  on  elven  lands.  They  protect  native  elves,  ward  off  lesser 
evils  that  stray  too  dose,  and  avert  minor  accidents.  Most  elves 
are  unaware  of  the  kholiathra's  existence,  but  these  creatures 
are  largely  responsible  for  the  good  luck  and  happy  existence 
of  elven  lands.  In  their  natural  state,  kholiathra  are  slender  and 
transparent  humanoids  with  wispy,  glassy  outlines. 

They  normally  shun  the  company  of  others  than  them* 
selves,  but  can  speak  elvish  and  the  common  tongue. 


Combat:  Kholiathra  can  become  completely  invisible  at  will. 
They  move  as  easily  through  the  air  as  they  do  on  the  ground, 
and  can  Oy  without  effort, 

A  kholiathra *s  main  power  is  the  ability  to  provide  either 
good  or  bad  luck  to  those  nearby.  The  presence  of  a  kholiathra 
may  either  add  or  subtract  4  (at  the  kholiathra's  discretion)  to 
the  roll  of  any  individual  within  20  feet.  Only  one  roll  per 
round  is  affected,  but  this  may  include  attack  rolls,  damage 
rolls,  saving  throws,  and  reaction  and  ability  checks. 

Otherwise,  kholiathra  generally  do  not  fight,  preferring  to 
turn  invisible  and  flee.  If  forced  to  fight,  they  can  buffet  ene¬ 
mies  with  invisible  masses  of  force,  causing  ldlO  points  of 
damage.  Enemies  striking  at  invisible  kholiathra  have  a  -4 
penalty  to  their  attack  rolls. 


Habitat/Society:  Kholiathra  tend  to  be  found  in  small  groups, 
often  in  association  with  elven  communities. 

As  enchanted  beings,  kholiathra  do  not  require  food,  drink, 
or  other  sources  of  mortal  nourishment.  They  gain  sustenance 
from  sunlight,  and  often  gather  in  meadows  or  other  sunny 
areas.  During  these  times,  kholiathra  are  playful  and  carefree, 
cavorting  and  flying  about.  The  sight  of  these  beautiful  crea¬ 
tures  floating  gracefully  through  the  air,  dancing  and  pirouet¬ 
ting,  is  a  sight  not  easily  forgotten. 

They  are  positively  inclined  toward  elves.  Kholiathra  enjoy 
living  near  elven  groups  or  bands  and  using  their  powers  to 
bring  luck  to  chosen  individuals. 

Ecology;  Some  claim  that  kholiathra  are  the  spirits  of  departed 
elves  returned  to  serve  their  communities,  Elven  gods  are  said  to 
send  kholiathra  to  provide  luck  at  births  or  during  battles.  It  is  cer¬ 
tain  that  the  island  of  Evermeet  on  Toril  is  under  their  protection. 

Kholiathra  are  also  found  in  numbers  on  the  outer  plane  of 
Arborea,  serving  Sehanine  and  other  Seldarine  deities. 


76 


Lae  it  i 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Laerti 

Temperate  dry 
Rare 

Tribe 

Night 

Omnivore 

Very  (It -12) 
Op) 

Lawful  evil 

Stingtail 
Temperate  dry 
Very  rare 

Tribe 

Night 

Omnivore 

Low  (5-7) 
0(GR,U) 
Neutral  evil 

NO.  APPEARING: 

6-48 

2-13 

ARMOR  CLASS: 

5 

3 

MOVEMENT: 

18,  Br  8 

14,  Br  10 

HIT  OICE: 

3+3 

7 

THACfc 

17 

13 

NO.  OF  ATTACKS: 

3 

4 

DAMAGE/ATTACK: 

ld2  (or  bv 
weapon)  *2/ 
ld6  (bite) 

Id4+1  (or  by 
weapon)  x2/ 
ld6+l /2d4  (tail) 

SPECIAL  ATTACKS: 

Nil 

Poison  (tail) 

SPECIAL  DEFENSES: 

Nil 

Spell  immunities 

MAGIC  RESISTANCE: 

Nil 

Nil 

SIZE 

M  (7'  talk  9'  tail) 

L(12'  tall,  I4r  tail) 

MORALE: 

Champion  (15) 

Fanatic  (18) 

XP  VALUE: 

120 

1,400 

Also  called  tmbis,  these  desert-dwelling  reptilian  humanoids 
are  superficially  like  the  lizard  men  of  die  swamplands,  Laertb 
tend  to  be  brown  or  gray  in  hue,  with  dun  or  light  green  under* 
bellies.  They  have  yellow,  egg-shaped  eyes  so  bright  that  they 
flash  in  darkness,  with  horizontal  slit  pupils.  Laertis  can  run  on 
all  fours  or  stand  upright,  but  their  tails  are  not  prehensile. 

Laertis  resemble  the  tiny  lizards  of  the  sands;  unlike  lizard 
men  their  limbs  protrude  from  their  sinuous  bodies  at  right 
angles,  and  they  move  with  quick,  ungainly  gestures.  Their 
narrow  skulls  have  sloping  foreheads  that  end  in  protruding 
brows  and  swing  from  side  to  side  atop  thin,  awkward  necks. 
They  touch  and  smell  partially  with  their  flicking  tongues,  and 
have  rough  pebbly  skin,  with  gashes  for  ears  and  noses.  They 
wear  only  leather  armor,  and  their  sexes  appear  identical  to 
human  eyes. 

They  speak  their  own  sharp,  ehattery  language. 

Combat:  Laertis  hire  themselves  out  as  mercenaries  to  surface 
beings  or  they  hunt  desert  nomads  and  less  intelligent  crea¬ 
tures  on  their  own.  They  use  any  sort  of  one-handed  sword 
they  can  fashion  or  capture,  and  crude  crossbows  (equal  to 
light  crossbows)  which  they  carry  slung  on  their  backs.  Laertis 
are  quite  cunning  and  enjoy  ambushing  prey.  By  strict  rule, 
they  do  not  fight  among  themselves. 

Laertis  can  readily  burrow  into  and  out  of  the  sand,  rising 
silently  from  buried  concealment  to  strike  down  foes.  They  can 
run  swiftly  on  all  fours,  their  serpentine  tails  twitching  behind 
(their  speed  increases  their  effective  Armor  Class  to  4  against 
missile  weapons).  At  will  they  can  rise  upnght  on  their  rear  legs 
to  fight,  or  leap  up  to  20  feet  horizontally  or  15  feet  upwards. 

The  same  poisons  affect  laertis  as  affect  humans,  except  that 
laertis  are  immune  to  stmgtad  poison. 

Habitat/Society:  On  the  surface  of  desert  lands,  laertis  are 
only  encountered  at  night  They  spend  the  day  hiding  from 
the  sun,  either  burrowed  a  few  feet  beneath  the  sand,  in  a 
cave,  or  huddled  in  a  rock  crevice.  Their  body  temperatures 
prohibit  them  from  activity  in  the  hot  sun;  more  than  2  to  5 


turns  of  enforced  marching  or  carrying  in  the  sun  will  cause  a 
laerti  to  collapse. 

Left  to  themselves,  laertis  dwell  in  tribes  under  the  rule  of  a 
council  of  elders  and  a  war-leader.  They  may  ally  themselves 
with  dark  nagas  and  other  evil  creatures  for  mutual  gain,  or 
even  adopt  these  into  the  tribe.  Every  laerti  tribe  has  at  least 
2d8  stmgtail  members.  Laertis  have  tunnels  everywhere  under 
the  desert  and  often  emerge  by  night  to  raid  surface  locales. 

Ecology;  Laertis  eat  the  internal  organs  ("soft  parts")  of 
humans,  camels,  and  other  prey,  tearing  open  the  bodies  and 
leaving  the  rest  for  the  vultures.  They  also  eat  certain  subter¬ 
ranean  fungi,  such  as  lichens,  mushrooms,  and  myconids,  and 
certain  taproots  that  enter  the  depths,  from  the  surface  world 
above. 

Stingtail 

A  rarer,  larger  variety  of  laerti,  stingtails  live  peacefully  with 
their  laerti  brethren.  The  two  species  are  cross- fertile,  10%  of 
the  young  being  stingtails  and  the  rest  laertis.  Stingtails  are 
less  intelligent,  but  larger  and  stronger,  and  usually  content  to 
follow  the  orders  and  aims  of  laertis,  Stingtail  color  tends  to  be 
brown  or  dark  reddish-brown. 

Stingtails  employ  the  same  sorts  of  weapons  in  battle;  how¬ 
ever,  their  tails  are  prehensile  and  can  slap  for  2d4  points  of 
damage  or  wield  weapons.  A  stingtail  making  a  successful  tall 
slap  can  choose  to  release  a  spray  of  liquid  poison  through  its 
pores  (at  will,  up  to  6  times  per  day).  This  caustic,  vinegar- 
scented  secretion  causes  victims  to  be  confused  for  the  round  of 
striking  and  the  following  round,  and  the  victim  must  save  vs. 
poison  or  take  type  M  poison  effects  (20/5,  onset  1—4  minutes). 
Stingtails  are  immune  to  their  own  poison  and  to  all  known 
magics  of  the  enchantment /charm  school. 


77 


Leucrotta,  Greater 


CLIMATE/TERRAIN; 

FREQUENCY: 

ORG  ANIZATION; 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 
TREASURE  TYPE: 
ALIGNMENT: 


Any 

Very  rare 

Solitary 

Any 

Omnivore 
Very  (11-12) 
Nil  (D,  Qx3) 
Neutral  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-3 

4 

18,  or  as  current  form 
8 

13 

1;  see  below 
3d 6;  see  below 
See  below 
See  below 
10% 

M  or  L  (variable) 
Champion  (15) 

2,000 


Greater  leucrotta,  also  commonly  called  changestecds,  are  ugly  in 
looks  and  temperament  in  their  base  forms;  like  the  common 
leucrotta,  the  changesteed  is  7  feet  tall  at  the  shoulder  and  is  9 
feet  in  length,  with  the  body  of  a  stag,  a  badger's  head,  a  lion's 
tail,  and  the  cloven  hoofs  of  a  goat.  Whereas  the  leucrotta  is  tan 
and  black  in  coloration,  the  greater  leucrotta  is  covered  in  gray 
fur  that  darkens  to  black  along  its  shoulders  and  head;  its  teeth 
are  razor-sharp  and  are  a  revolting  shade  of  greenish-gray  while 
its  eyes  are  mi  Iky- white  and  empty  of  any  emotion  or  heart 
This  monster  can,  like  a  regular  leucrotta,  imitate  a  range  of 
noises  and  voices  (like  human  adults,  children,  or  animals  in  pain) 
to  lure  prey  into  approaching  within  attacking  distance.  With  this 
ability;  greater  leucrotta  can  speak  common,  their  own  language, 
and  at  least  one  other  language  it  exposed  to  it  regularly 

Combat:  Changesteeds,  in  their  base  forms,  attack  with  their 
ferocious  bite  for  3d6  points  of  edged  damage;  once  it  bites 
down,  it  can  either  let  go  and  bite  other  foes,  or  it  can  maintain 
its  bite,  continuing  its  3d6  points  of  damage  until  It  relinquishes 
its  hold  or  is  killed.  (Pulling  free  of  a  greater  leucrotta's  bite  only 
requires  a  Strength  check  at  a  -2  penalty  but  doing  so  still 
inflicts  damage  equal  to  its  normal  bite.)  If  the  greater  leucrotta 
successfully  bites  someone  with  a  shield,  the  target  must  roll  a 
saving  throw  vs.  crushing  blow  for  the  shield  or  the  shield  is 
rendered  useless,  fully  bitten  through.  Once  the  shield  is  gone, 
checks  are  made  for  any  armor  on  later  successful  bites 
The  ability'  that  gives  the  changesteed  its  name  allows  it  to 
alter  its  shape  into  any  quadrupedal  creature  of  size  M  or  L 
that  it  has  observed  for  more  than  one  turn.  Most  greater  leu¬ 
crotta  only  shapechange  into  horses  or  stags,  but  some  can 
change  their  forms  into  watchdogs,  griffons,  hippogriffs,  and 
even  owibears,  During  these  shapechanges  {which  take  one 
round  each),  the  changesteed 's  base  form  is  visible  for  about 
15  seconds  between  one  form  and  the  next. 

While  in  altered  forms,  the  greater  leucrotta  appears  like  the 
animal  it  imitates  in  all  ways  save  one:  Its  teeth  remain  the 
same  (as  does  its  bile  attack  THACO  and  damage).  In  all  other 
respects,  the  changesteed 's  strength,  speed,  AC,  and  move¬ 
ment  style  changes  to  reflect  the  form  it  wears;  this  allows  it 
swifter  escapes  than  normal,  either  with  a  horse's  running 
speed  or  a  griffon's  flight. . . . 


Most  animals  do  not  react  to  the  presence  of  greater  leucrot- 
tas,  but  cats  somehow  sense  that  something  is  amiss,  and 
actively  avoid  them  in  any  form.  Spells  that  check  intelligence 
or  alignments  (like  true  seeing)  and  psionics  can  detect  changes- 
teeds  in  any  forms;  however,  few  check  to  see  that  animals  are 
what  they  seem  (suspecting  tTouble  only  from  people), 

Habitat/Society:  With  the  added  abilities  to  camouflage  itself 
among  normal  creatures^  greater  leucrotta  can  be  found  in 
nearly  any  temperate  areas  rather  than  just  secluded  ruins.  It 
also  works  with  creatures  rather  than  just  preying  on  them; 
one  most  effective  alliance  has  greater  doppelgangers  and 
greater  leucrottas  wandering  in  the  midst  of  a  great  city  dis¬ 
guised  as  paladins  on  war  horses. 

Tine  eating  habits  and  lairs  of  changesteeds  are  far  better  than 
normal  leucrotta;  while  they  still  prefer  freshly  killed  meat 
changesteeds  take  cam  to  keep  the  charnel  stench  of  carrion  from 
their  breath  and  their  lair  (as  it  would  nullify  any  disguise). 

Ecology:  With  their  added  intelligence  and  shapechanging 
abilities,  greater  leucrotta  are  not  considered  or  treated  as  out¬ 
casts  like  the  normal  leucrotta.  If  changesteeds  are  flattered 
and  carefully  swayed  with  sound  motivations,  they  can 
become  good  allies  for  intelligent  thieves  or  other  less-than- 
noble  types.  Greater  leucrotta  only  allow  folk  to  ride  them  as 
steeds  when  they  feel  they  are  equal  or  greater  partners  in  any 
bargains;  their  allies  play  this  up  often,  since  the  monsters 
seek  only  food  (leaving  the  treasures  to  them). 

Like  the  leucrotta,  changesteed  hides  are  useful  in  creating 
boots  of  springing  and  striding;  in  addition,  their  shapechanging 
abilities  grant  the  hide  special  properties  that  can,  with  proper 
preparation,  duplicate  those  of  a  cloak  of  elvenkind.  Lastly, 
greater  leucrotta  hooves  are  especially  sought  after  as  heels  for 
boots  of  varied  tracks ,  allowing  w  earers  to  create  prints  of  dogs, 
goats,  horses,  stags,  and  wolves. 


78 


Lich,  Suel 


CLJM  AT  E/T  ER  RAIN : 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any 

Very  ran; 
Solitary 
Any 
Nil 

Supra -genius 
P.QCAJ 
Neutral  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 


SPECIAL  DEFENSES: 


MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

As  host  (7) 

As  host  (12) 

15+ 

16 

1  touch  +  paralysis 
IdlO 

Death  gaze  (under  3  HD  paralyzed 
if  save),  paralysis  touch,  ignores 
armor,  touch  destroys  items 
4-1  or  better  weapon  to  hit;  immune 
to  1st  and  2nd  level  spells,  mind- 
affecting  spells,  and  death  magic 
1%  per  Hit  Die 
M  (S'-tf  tall) 

Fanatic  (17-18) 

10,000  +-  1,000 /level  above  1 5th 


These  powerful  wizards  endure  the  centuries  by  transferring 
their  life  fortes  from  one  human  host  to  the  next. 

The  host  of  a  Suel  Uch  appears  as  a  human  with  coarse, 
leathery’  skin  and  eves  that  glow  an  ominous  black  fire.  As  the 
Suel  lich  grows  in  power,  its  skin  becomes  a  thick  hide,  and 
the  fire  in  its  eyes  becomes  more  pronounced.  At  the  host 
body's  venerable  age,  the  Suel  lich  is  little  more  than  wrinkled 
husk  whose  entire  head  is  bathed  in  black  fire.  While  without 
a  host  body,  the  essence  of  the  lich  appears  as  a  human 
shadow  of  fiery  black  energy. 

Combat:  Although  it  normally  doesn't  go  looking  for  a  fight 
the  Suei  lich  revels  in  combat  against  weaker  foes.  Any  crea¬ 
ture  with  fewer  than  3  Hit  Dice  that  gazes  into  the  fiery  eyes  of 
the  Sue!  lich  must  save  v$.  death  magic  at  +3  or  die  of  fright 
Those  who  make  their  saves  are  paralyzed  with  terror  for  1-4 
turns,  and  are  at  the  mercy  of  the  evil  creature.  Creatures  with 
3  or  more  Hit  Dice  are  unaffected. 

The  touch  of  a  Suel- lich  causes  black  flame  to  erupt  from  the 
body  of  any  creature  touched.  This  attack  ignores  all  armor; 
creatures  suffer  IdlO  points  of  damage  upon  contact,  and  any 
item  touched  in  this  way  must  successfully  save  vs,  magical 
fire  or  be  damaged.  Also,  any  living  creature  touched  must 
make  a  saving  throve  vs.  paralysis  or  be  unable  to  move.  The 
paralysis  lasts  until  dispelled  or  until  24  hours  pass. 

The  Suel  lich  cm  be  hit  only  by  magical  weapons  of  +1  or  bet¬ 
ter  enchantment  or  by  monsters  with  7  or  more  Hit  Dice,  In 
addition  to  its  natural  magic  resistance,  the  Suel-lich  is  immune 
to  all  mind -affecting  spells,  death  magic,  and  all  wizard  and 
clerical  spells  below  3rd  level  Because  of  its  unique  connection 
with  the  Negative  Material  Plane,  a  Suel  lich  touching  a  crea¬ 
ture  protected  by  a  negative  plane  protection  spell  takes  5dI0 
points  of  damage  unless  its  magic  resistance  blocks  the  effect. 

A  Suel  lich  casts  spells  as  it  did  before  its  transformation, 
but  its  spells  do  not  require  material  components. 

A  Suel  lich  is  turned  as  a  special  undead. 


Habitat/Society:  When  the  empire  of  the  Site!  was  destroyed 
by  the  Rain  of  Colorless  Fire  more  than  a  milknium  ago,  some 
of  the  few  creatures  to  survive  the  destruction  were  the  Suel 
liches.  Several  migrated  from  Oerth  to  other  worlds.  Some  of 
these  liches  still  roam,  questing  for  w  ealth  and  power,  while 
others  exist  in  hidden  strongholds,  continuing  their  ageless 
research,  Regardless  of  its  intentions,  a  Suel  lich  always 
attempts  to  hide  its  true  nature.  Since  little  knowledge  (written 
or  oral)  survived  the  Colorless  Fire,  only  a  handful  of  sages 
and  loremasters  have  even  heard  of  such  creatures. 

Ecology;  The  Suel  Itch  is  an  unholv  amalgamation  of  the 
human  body  and  energy  from  the  Negative  Material  Plane, 
Upon  transformation  into  a  Sue!  lich,  the  essence  of  the  wizard 
is  converted  to  negative  energy  that  needs  a  human  body  to 
inhabit.  The  essence  of  the  lich  ages  the  body  at  three  times  the 
normal  rate,  burning  it  out  after  a  short  time.  Each  time  a  Suel- 
lich  gains  a  level,  bums  out  a  host,  or  is  reduced  to  zero  hit 
points,  it  must  find  a  new  body. 

At  this  time,  the  essence  of  the  lich  must  take  a  host  with  Hit 
Die  or  levels  at  least  equal  to  the  Jlch's  level  minus  1 5+  For 
example,  a  19th  level  Suel  Uch  requires  the  body  of  at  least  a 
4th  level  human.  If  the  victim  is  unable  to  resist  or  gives  his  or 
her  body  willingly,  no  saving  throw  is  allowed  against  the 
transformation.  If  the  victim  is  able  to  resist  a  saving  throw 
vsh  death  magic  at  -1  is  allowed  to  resist  the  takeover.  Failure 
displaces  and  utterly  destroys  the  life  force  of  the  victim;  it 
cannot  be  raised,  resurrected,  or  even  restored  by  a  i&fefa  spell  If 
the  host  body  is  destroyed,  the  lich  has  one  hour  to  inhabi  t 
another  body  or  its  spirit  disperses  into  nothingness,  While  in 
this  form,  a  dispel  evil  or  holy  word  can  destroy  it  forever. 


79 


Lurker,  Shadow 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Subterranean 

Rare 

Solitary 

Night 

Special 

Low  (5-7) 

Nil 

Chaotic  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT; 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS; 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

4 

3,  FI  9  m 
5+3 
15 
I 

2d4 

Strength  drain 

+1  or  better  weapon  to  hit 

Nil 

H  (20'  square) 

Champion  (15) 

1,400 


Shadow  lurkers  appear  similar  in  shape  to  normal  lurkers,  a 
large  manta-ray  that  skulks  along  ceilings  and  walls,  though  it 
is  less  distinct  or  material — it  is,  as  its  name  suggests,  a  dark 
shadow  in  the  shape  of  a  lurker.  Though  its  silhouette  w-ouki 
normally  be  quite  effectively  hidden  in  a  shadowy  dungeon, 
they  can  be  detected  easily  since  any  shadows  cast  by  light 
sources  (including  those  of  the  PCs)  are  pulled  toward  the 
shadow  lurker,  pointing  out  its  presence  by  directional  move¬ 
ment  Where  shadows  move  in  the  light  of  a  flickering  torch 
the  only  nonmoving  shadow  is  likely  to  be  this  monster. 

Combat:  The  shadow  lurker  is  a  slow  creature  that  waits  for 
its  prey  to  come  to  it.  When  creatures  are  underneath  or  beside 
it,  it  can  attack  i  to  3  man-sized  opponents  within  20  feet.  Dur¬ 
ing  its  initial  attack,  the  area  appears  to  be  fiUed  with  a  thick 
dark  mist  for  1  round.  When  it  envelops  its  victims,  their  skin 
and  clothing  turn  jet  black;  sages  describe  it  Uke  a  thin  coating 
of  black  ink.  The  shadow  lurker  is  only  paper-thin,  and  wraps 
tightly  around  its  victims. 

Those  within  its  body  take  2d4  points  of  damage  from  the 
numbing  cold  and  also  lose  1*2  points  of  Strength  per  round; 
victims  are  killed  when  either  their  Strength  scores  or  hit  point 
totals  reach  0.  Enwrapped  victims  can  attack  the  shadow  lurker 
from  within  if  they  had  a  weapon  in  hand  and  they  can  make  a 
successful  bend  bars/ lift  gates  roll  to  move  against  the  mon¬ 
ster's  constricting  attack.  Any  attacks  against  the  shadow  lurker 
from  without  have  a  chance  of  also  damaging  its  engulfed  vic¬ 
tims.  Weapons  attacks  do  full  damage  to  one  victim  on  a  75% 
chance  (roll  at  random  if  more  than  one  character  is  enveloped) 
as  the  shadow  lurker  can  pull  its  own  prey  into  the  area  of 
attack.  Area  effect  attacks  do  half  damage  (or  quarter  damage 
with  successful  saving  throws)  to  all  enveloped  victims. 

A  shadow  lurker  moves  very  slowly,  but  it  can  manipulate  its 
body  to  fit  through  any  crevice  It  flees  by  flying  to  the  nearest  crack 
(Uke  a  doorway  or  crack  in  the  stone),  retreating  in  this  manner  if 
reduced  to  30%  or  fewer  hit  points.  Shadow-  lurkers  store  the 
Strength  points  absorbed  from  victims;  when  they  absorb  and  store 
50  or  more  Strength  points,  they  split  to  become  two  creatures.  As  a 
solitary  creature,  the  new  shadow  lurker  immediately  leaves  the 
vicinity  to  find  its  own  hunting  grounds  apart  from  its  parent. 

Shadow'  lurkers  are  immune  to  all  sleep,  charm,  or  hold 


spells.  They  are  also  immune  to  damage  from  cold -based 
attacks.  While  fame  fire  and  light  do  not  bother  the  shadow 
lurker  beyond  their  normal  effects,  continual  light  spells  para¬ 
lyze  shadow'  lurkers  for  a  number  ot  rounds  equal  to  the  spell* 
caster's  level.  Color  spray  does  not  affect  this  creature  normally; 
it  inflicts  2d 6  points  of  damage  to  the  shadow-  lurker  with  no 
effect  on  its  trapped  victims.  Despite  its  name  and  abilities,  the 
shadow  lurker  cannot  be  turned  by  clerics. 

Habitat/Society:  Aside  from  brief  contact  after  creating  another 
shadow  lurker,  these  monsters  shun  all  contact  with  others  of 
their  kind.  They  can  detect  the  presence  of  other  shadow  lurkers 
from  hundreds  of  yards  away  and  will  immediately  leave  if 
they  wander  into  the  area  controlled  by  another  of  their  kind. 
They  also  can  sense  the  presence  of  shadows  as  well,  and  the 
two  hate  each  other  fiercely  always  attacking  if  they  are  within 
50  feet.  They  have  no  apparent  goals  or  purpose  other  than  to 
feed  and  multiply.  It  is  unsure  how  or  even  if  they  communi¬ 
cate.  Given  their  solitary  nature,  it  seems  unlikely 

Ecology:  Shadow-  lurkers  gladly  attack  and  slay  any  living 
creatures  and  even  some  undead  (like  shadows),  However, 
their  slow  movement  rate  and  the  ease  with  which  they  are 
detected  makes  them  a  risk  only  to  the  unwary. 

Shadow  lurkers  completely  destroy  the  physical  remains  of 
their  prey.  Their  victims  dissolve  into  insubstantial  shadows 
and  are  absorbed  into  the  linker's  body,  Only  the  victims 
themselves  are  absorbed;  all  possessions  are  left  behind.  Using 
a  wish  to  restore  a  person's  body  after  its  absorption  into  a 
shadow-  lurker  merely  creates  a  shadow-  in  the  form  of  the 
departed  person,  and  it  immediately  attacks. 

Save  for  the  fallen  equipment  of  their  latest  victims,  shadow 
lurkers  gather  no  treasure.  When  an  area  becomes  too  filled 
with  equipment  from  past  victims,  the  monster  leaves  to  find  a 
new  location  lest  the  remains  make  new  prey  wary. 


80 


Lycanthrope,  Werepanther 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Tropical  hills  and  mountains 
Rare 

Pride,  tribe 

Any 

Carnivore 

Very  (11-12) 

Nil  (Q 

Lawful  evil 

NO.  APPEARING: 

1-2  (2-8.  lair) 

ARMOR  CLASS: 

4 

MOVEMENT: 

12  (15  eat) 

HIT  DICE: 

5+1 

THACO: 

15 

NO.  OF  ATTACKS: 

2  weapons  (2  da-w/1  bite  cat) 

DAMAGE/ATTACK: 

By  weapon  (Id3/ld3/ld6  cat) 

SPECIAL  ATTACKS: 

Scarring  (rake  Id4/1d4cat) 

SPECIAL  DEFENSES: 

Silver  or  +1  weapons  to  hit 

MAGIC  RESISTANCE: 

Nil 

SIZE: 

M  (5'-6'  tall) 

MORALE; 

Elite  (14) 

XP  VALUE: 

420 

Panther  Lord 

3,000+ 

Werepanthers  are  a  rare  variety  of  lycanthrope  found  mainly 
in  tropical  mountains.  The  result  of  ancient  juju  rituals  to 
many  the  power  and  semes  of  a  wild  beast  to  a  man,  werepan- 
thers  serve  their  creator,  the  shaman  panther  lord, 

Werepanthers  have  a  panther  form,  a  human  form,  and  a 
humanoid  form.  The  panther  form  is  much  like  a  mountain 
Hon,  only  coal-black  in  color.  The  human  form  is  dark-skinned 
and  powerful,  with  exceptional  strength  and  dexterity.  The 
principal  form  is  the  humanoid  form;  the  face  is  feline,  the 
body  is  covered  with  black  fun  the  amber  eyes  are  intelligent 
and  piercing,  and  the  fangs  are  sharp.  This  form  is  more  mas¬ 
sive  than  the  human  form,  but  lithe,  and  the  humanoid 
werepanther  moves  with  a  slinking,  predatory  walk. 

Werepafhers  in  humanoid  form  can  speak,  but  find  the 
human  tongye  difficult;  they  tend  to  snarl.  They  can  also  com¬ 
municate  with  each  other  and  other  great  cats  in  a  feline  lan¬ 
guage  of  snarls,  growls,  roare  and  coughs. 

Combat:  In  panther  form,  a  werepanther  attacks  with  two 
daws  and  a  bite,  if  both  daws  hit,  it  makes  two  raking  attacks 
with  its  near  claws.  None  of  these  attacks  inflict  lycanthropy. 

in  humanoid  or  human  form,  werepanthers  typically  carry 
cruel,  black  maces  of  jet,  fashioned  to  resemble  a  clawed  pan¬ 
ther  s  paw  (ld8  damage),  a  wickedly  curved  knife  of  the  same 
material  ( ld4+l )  and,  if  overseeing  slaves,  a  short,  barbed  whip 
(scourge:  td2).  If  a  natural  20  is  rolled  with  the  scourge,  the 
weapon  strikes  the  opponent's  face,  with  a  70%  chance  of  scar¬ 
ring  (-1  to  Charisma)  and  a  10%  chance  of  blinding  one  eye. 
The  humanoid  form's  strength  adds  +1  to  weapon  damage. 

Werepanthers  can  be  hurt  only  by  silver  weapons  or  magi¬ 
cal  w  eapons  of  at  least  +1  enchantment.  Silver  weapons  inflict 
half  damage,  while  magical  weapons  cause  normal  damage, 
At  death  a  werepanther  reverts  to  human  form. 

Habitat/Society:  In  panther  form,  werepanthers  conform  to 
the  behavior  of  great  cats.  This  form  is  taken  for  hunting  and 
recreation.  They  rarely  take  human  form,  except  when  living 
among  or  near  humans,  "Hie  preferred  form  is  the  humanoid 
form,  which  they  take  when  living  in  their  own  communities 
far  from  men.  Werepanthers  in  all  forms  tend  to  be  proud. 


arrogant,  and  somewhat  unapproachable. 

Werepanthers  are  deadly  night  hunters.  They  are  catlike  in 
their  habits:  aloof,  mysterious,  dean,  clever,  and  cruel  in  play¬ 
ing  with  their  prey  They  are  led  by  an  individual  of  excep¬ 
tional  power,  a  true  lycanthrope  with  the  abilities  of  a  shaman 
or  witch  doctor  (see  below). 

Werepanthers  live  in  isolated  settlements  of  crude  huts,  sur¬ 
rounded  by  a  wooden  palisade  If  huge  or  gargantuan  predators 
frequent  the  area.  Werepanther^  are  slave-takers,  and  raid  for 
captives  to  do  menial  labor.  The  typical  settlement  will  have  two 
to  three  times  as  many  slaves  as  we repa others.  The  werepan- 
thers  are  cruel  masters.  They  use  their  scourges  freely  to  disci¬ 
pline  and  punish  their  slaves,  rather  than  as  weapons  of  war, 

Ecology:  Werepanthers  are  meat  eaters,  preferring  their  food 
uncooked  and  bloody.  They  prey  upon  human  and  humanoid 
tribes  in  their  territory  and  claim  were  jaguars,  weretigers,  and 
wemics  as  bitter  enemies.  Strong  opponents  may  be  captured  and 
taken  back  to  the  settlement  to  become  werepanthers  themselves. 

Panther  Lord 

This  is  the  most  powerful  werepanther  of  the  tribe,  and  the 
only  one  whose  bite  transmits  lycanthropy.  This  individual 
has  at  least  &  Hit  Dice  and  the  powers  of  a  shaman  or  witch 
doctor  as  well  The  panther  lord  can  command  domestic  cats 
and  great  cats  of  mountain  lion  size  or  less.  Upon  the  death  of 
the  panther  lord,  all  werepanthers  of  the  tribe  permanently 
revert  to  their  human  form. 

When  the  panther  lord  bites  an  individual,  on  the  next  full 
moon,  that  individual  goes  through  horrible  convulsions  as 
the  disease  takes  its  course.  The  victim's  face  and  body  change 
so  that  former  associates  do  not  recognize  him.  His  face  dark¬ 
ens  to  an  timber  hue,  and  he  grows  stronger  and  more  agile. 
After  three  hours,  the  victim's  alignment  changes  to  lawful 
evil  and  he  gains  the  powers  of  a  werepanther. 


81 


Lycanthrope,  Wereshark 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any  ocean 
Very  rare 
Solitary 
Any 

Carnivore 

Low  to  Exceptional  (5-16) 
Nil  (W;  see  below) 
Neutral  evil 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0: 

NO.  OF  ATTACKS: 
DAMAGE/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE; 

MORALE: 

XT  VALUE: 


1 

0 

12,  Sw  18 

10+3 

9 

1  bite 
5d4 

Surprise,  swallow 
Silver  or  +1  weapon  to  hit 
Nil 

L  {20'  long) 

Steady  (ID 
4,000 


The  wereshark  is  an  avaricious  hybrid  of  man  and  shark. 
These  huge  predators  destroy  targe  caches  of  fish  (and  fisher¬ 
men)  and  have  been  known  to  attack  nearly  any  form  of 
aquatic  life,  including  the  intelligent  races  such  as  tritons,  sea 
elves,  and  mermen. 

The  wereshark  is  a  huge,  muscular  brute  when  in  human 
form,  and  it  takes  the  form  of  a  great  white  shark  when  trans¬ 
formed.  Cruel  and  arrogant  in  its  human  form,  a  wereshark  is 
even  more  vicious  in  its  shark  form, 

Weresharks  can  communicate  with  and  command  ordinary 
sharks  (33%  chance). 

Combat;  In  human  form,  weresharks  tend  to  use  their  inordi¬ 
nate  strength  (18  to  18/00)  to  savagely  attack  people  hand-to- 
hand;  with  an  attack  roll  of  20,  weresharks  can  dp  an  arm  off 
grappled  opponents  (those  held  far  one  round).  If  outnum¬ 
bered  by  more  than  three  to  one  or  attacked  with  weapons, 
weresharks  create  distractions  and  quickly  abandon  the 
encounter,  fleeing  toward  water  and  transforming  to  shark 
form  for  an  easy  getaway. 

When  entering  combat  in  the  water,  a  wereshark  swims 
beneath  its  opponent  to  have  a  clear  attack  on  its  victim's  legs. 
The  wereshark  knows  its  enemies  will  find  this  attack  nearly 
impossible  to  predict  or  defend  against  (surprise  rolls  at  -6). 
Wereshark  bites  cause  5d4  points  of  damage  and  result  in  a 
number  of  severe  gashes.  Weresharks  do  not  lock  their  jaws  on 
their  prey  but  either  gnaw  and  bite  at  their  leisure  or  swallow 
their  prey  whole. 

If  the  attack  is  successful  and  exceeds  the  minimum  roll  to 
hit  by  5  or  more,  the  wereshark  engulfs  its  victim  in  its  jaws 
and  swallows  him  or  her  whole;  for  example,  a  wereshark 
needs  an  attack  roll  5  to  hit  a  selkie  (AC  5)  and  can  swallow  it 
whole  with  an  attack  roll  of  of  U)  or  more.  In  its  stomach,  a 
swallowed  creature  suffers  1 3  points  of  damage  per  round;  if 
armed  with  an  edged  weapon,  the  victim  can  attempt  to  cut 
himself  or  herself  free  (attacks  at  cumulative -1  penalties  per 
round  until  free  or  dead)  but  the  wereshark  must  lose  more 
than  50%  of  its  hit  points  before  the  victim  is  free. 

A  wereshark  is  affected  only  by  silver  or  enchanted 
weapons.  All  others  arc  either  deflected  off  the  skin  or  slice 
harmlessly  through  I  he  outer  skin,  causing  a  flesh  wound  that 


heals  Immediately.  Attacks  from  within  (by  swallowed  vic¬ 
tims)  can  be  made  with  any  edged  weapons,  but  the  difficulty 
of  movement  within  the  wereshark  s  stomach  still  makes 
THAC0  rolls  necessary  against  an  Armor  Class  of  5. 

Tn  human  form,  weresharks  can  breathe  underwater  for  one 
hour.  If  they  do  not  get  air  after  this  time,  they  suffer  IdlO 
points  of  damage  per  round  until  they  drown,  breathe  real  air, 
or  transform  into  their  shark  forms. 

Habitat/Soriety:  Human  weresharks  are  primarily  solitary 
creatures  in  either  form.  Occasionally,  they  might  cooperate  on 
a  limited  basis  with  each  other,  with  sahuagin,  or  with  priests 
of  various  evil  sea  gods,  but  these  instances  are  quite  rare, 
Weresharks  are,  first  and  foremost,  individualists  out  for  their 
own  gain. 

The  wereshark  ty  pically  has  an  entourage  of  several  com¬ 
mon  sharks,  which  attack  in  concert  with  the  w'ereshark.  In 
heavily  shark-infested  waters,  the  scent  of  blood  often  brings 
swarms  of  sharks  and  whips  them  into  a  feeding  frenzy.  Were¬ 
sharks,  out  of  cruelty,  often  make  passing  attacks  a l  victims 
simply  to  entice  other  sharks  into  attacking  them  while  it  waits 
to  collect  any  treasures,  such  as  magical  weapons  and  items. 

Ecology:  Weresharks  in  human  form  tend  to  be  maimed  in 
some  way  {missing  limb,  eye,  severe  scars,  or  other  disfigure¬ 
ment),  though  these  marks  are  not  evident  when  they  are  in 
shark  form.  Weresharks  are  fiercely  territorial,  staking  claims 
on  sunken  ships  or  undersea  caves  and  defending  them  to  the 
death.  They  often  plunder  these  areas  so  they  can  use  the  trea¬ 
sures  found  for  their  own  gain  above  the  waves. 

There  are  also  persistent  rumors  among  the  sea-dwellers  of 
sahuagin  weresharks  that  are  treated  as  holy  warriors  and  are 
larger  than  any  known  human  weresharks  (12  Hit  Dice). 


82 


Mammal,  Giant 


Name 

#AP 

AC 

MV 

HD 

THAC0: 

#AT 

Dmg 

ML 

SA 

XP 

Badger,  giant 

2-5 

4 

6,  Br  3 

3 

17 

3 

Id3/1d3/ldti 

Steady 

Nil 

65 

Beaver,  giant 

4-40 

6 

6f  Sw  12 

4 

17 

1 

4d4 

Average 

Nil 

120 

Boar,  giant 

2-8 

6 

12 

7 

13 

1 

3d6 

Steady 

Special 

650 

Hyena (hyenodem) 

2-8 

7 

12 

5 

15 

1 

3d4 

Average 

Nil 

175 

Porcupine,  giant 

1-2 

5 

6 

6 

15 

1 

2d4’ 

Unsteady 

Shoot  quills 

650 

Otter,  giant 

2-5 

5 

9,  Sw  18 

5 

15 

1 

3d6 

Average 

Nil 

175 

Skunk,  giant 

1 

7 

9 

5 

15 

1 

ld6 

Average 

Musk 

420 

Weasel,  giant 

1-8 

6 

15 

3+3 

17 

1 

2d6 

Elite 

Drain  blood 

175 

Wolverine,  giant 

1 

4 

15 

4+4 

15 

3* 

Id4+l/ld4+l/ 

Elite 

+4  to  hit 

975 

2d4  musk,  intelligence 


Badger,  Gian! 

These  semi -intelligent  burrowing  mammals  are  typical  solitary. 
Their  speed  accounts  for  their  high  armor  class  rating,  They  are 
fierce  fighters  and  will  staunchly  defend  their  territory*  If  more 
than  one  is  encountered,  it  wifi  be  a  mated  pair  (and  voung). 
Giant  badgers  are  sometimes  found  as  guard  animals  in  gnomes 
lairs  (20%  chance  for  3  to  12  giant  badgers  in  a  lair).  Giant  badgers 
grow  to  twice  the  size  of  their  smaller  cousins  (to  size  M) 

Beaver,  Giant 

These  docile  animals,  of  low  to  average  Intelligence,  are  about  ft  feet 
long  when  fully  grown  (size  Ml  They  normally  flee  any  attack,  but 
will  fight  fiercely  if  cornered  or  if  their  huge  lodge  is  attacked.  They 
live  in  a  lake  created  by  their  vast  dam,  and  in  Us  center  is  their 
lodge,  a  veritable  cattle  of  mud  and  logs  with  walls  not  less  than  5 
feet  thick.  The  entire  community  lives  in  this  single  dwelling,  and 
when  the  alarm  is  sounded  (a  tail  slap  in  the  water),  all  beavers 
rush  to  this  place  to  defend  it  and  the  young.  For  every  adult,  them 
will  be  a  young  one.  Giant  beavers  sometimes  trade,  and  if  corns  or 
other  valuables  are  offered,  they  can  sometimes  be  persuaded  to 
undertake  the  building  of  dam-like  constructions  if  there  is  water 
near  the  building  site  for  them  to  work  from,  They  prize  highly  cer¬ 
tain  barks  and  tender  twigs,  notably  birch,  aspen,  and  willow 

Boar,  Giant 

This  large  prehistoric  forerunner  of  the  wild  boar  has  animal  intel¬ 
ligence  and  is  very  aggressive  An  adult  stands  about  5  feet  at  the 
shoulder  If  three  or  more  are  encountered,  there  is  a  25%  chance 
for  1  to  4  young  (2  to  6  HD,  Drug  ld4  3d4+T  Jdft-fT,  2d4,  or  3d4). 
Boars  and  sows  fight  equally,  and  w  ill  fight  foT  \  to  4  rounds  after 
reaching  0  to  -10  hit  points,  dying  immediately  at  -11  or  more  hit 
points- 

Hyena,  Giant  (Hyenodon) 

These  prehistoric  pack  animals  dwell  on  warm  plains.  They  are 
large  hunter/  scavengers  with  very  strong  jaw's  and  are  aggressive 
if  hungry.  They  have  animal  intelligence.  Gnolls  sometimes  use 
giant  hyenas  as  guard  animals  (20%  chance  for  2  to  12  hyenodons 
in  a  lair)* 

Otter,  Giant 

These  large  creatures  dwell  in  lakes  and  rivers-  They  are  semi-intel- 
hgem  and  basically  non-aggressive,  but  if  threatened  or  cornered 
they  can  fight  fiercely.  Giant  otters  love  to  play — sliding  and  tag 
are  favorite  pastimes  If  such  play  is  in  progress  when  they  are 
encountered,  these  creatures  might  panic  horses,  overturn  wagons, 
accidently  break  carts,  etc,  In  water,  similar  danger  exists  with 
regard  to  boats  and  other  small  craft. 

If  discovered  in  their  lair  (10%  chance),  there  will  always  be  5 
otters— 2  adults  and  3  young  (40%~70%  grown).  The  parent  animals 
will  always  attack  in  this  case.  The  young  will  defend  themselves. 

Porcupine,  Giant 

Giant  porcupines  are  found  primarily  in  wooded  areas.  They  are 
stupid  (even  for  animal  intelligence)  and  non-aggressive,  but  if 


threatened,  they  are  able  to  defend  themselves  with  ease.  These 
large  creatures  view  any  approach  within  30  feet  as  a  threat.  The 
creature's  main  defense  is  its  ability  to  shoot  1  to  8  quills  from  its 
tail,  up  to  30  feet*  each  inflicting  3d4  points  of  damage.  Also,  as 
the  quills  are  3  feet  long,  any  attacker  coming  within  ft  feet  of  the 
creature  will  suffer  damage  from  1  to  4  quills  as  a  result  of  the 
giant  porcupine's  defensive  movements*  There  is  no  practical 
limit  to  the  number  of  quills  available  to  the  porcupine.  The  crea¬ 
ture  can  also  bi  te  with  some  effect,  but  only  in  the  most  desperate 
defense  (10%  chance  per  round  of  biting  when  the  creature  is 
more  than  50%  damaged). 

Skunk,  Giant 

Giant  skunks  are  forest-dwelling  omnivores,  not  adverse  to  raid¬ 
ing  human  camps  for  food.  These  man-sized  creatures  will  react  to 
any  serious  threat  by  backing  towards  the  foe,  and  if  the  other  crea- 
ture  does  not  quickly  get  beyond  60  feet  distant,  the  giant  skunk 
will  release  a  spray  of  vile  musk  in  a  cloud  20  feel  wide  by  20  feet 
high  by  ftp  feet  long.  Any  creature  in  the  area  failing  a  saving  throw 
vs*  poison  will  be  blinded  for  1  to  ft  hours,  in  any  event,  the  musk 
causes  the  creature  to  retreat  a  full  move  and  lose  50%  of  both 
Strength  and  Dexterity  due  to  nausea  for  2  to  ft  turns*  Further,  any 
creature  touched  by  the  skunk's  musk  will  have  a  disgusting 
stench.  Other  creatures  wiU  shun  it.  All  doth  material  will  rot  and 
become  useless,  including  magical  garb  that  fails  a  saving  throw 
vs.  acid.  Creatures  and  non-cloth  garments  and  equipment  must 
be  washed  and  aired  for  several  days  to  be  completely  free  of  the 
stench.  Giant  skunks  have  animal  intelligence. 

Weasel,  Giant 

Giant  weasels  hunt  prey  aggressively,  and  will  attack  until 
destroyed.  They  favor  woodlands,  but  also  roam  subterranean 
places.  They  have  animal  intelligence  and  are  man-sized.  In  addi¬ 
tion  to  its  bite,  the  giant  weasel  drains  blood,  for  on  the  melee 
round  after  it  successfully  bites,  it  does  nut  release  Us  prey,  but 
instead  sucks  the  blood  from  the  victim  at  a  rate  oi  2d6  points  of 
damage  per  round. 

If  taken  before  half-grown,  and  carefully  trained,  giant  weasels 
can  sometimes  (25%)  be  used  as  hunting  animate  and  guards. 
When  encountered  in  the  lair  ( 15%),  there  will  bo  4  or  more  giant 
weasels — 2  parents  and  the  rest  young  from  10%  to  $0%  mature, 
Thu  young  also  attack,  inflicting  damage  appropriate  to  their 
development. 

Wolverine 

Giant  wolverines  inhabit  only  colder  regions.  They  are  vicious, 
destructive  carnivores  that  kill  wantonly.  Bears  and  wolves 
respect  these  creatures'  ferocity.  Their  speed  is  partially  responsi¬ 
ble  for  their  high  armor  class,  and  their  ferocity  gives  their  attack 
rolls  a  +4  bonus.  An  opponent  to  the  rear  can  be  squirted  with  its 
disgusting  musk,  which  acts  like  that  of  a  giant  skunk  (see  above). 

A  giant  wolverine  will  purposefully  destroy  food  or  human 
goods  of  any  sort  by  spraying  musk  upon  the  unwanted  items. 
Although  only  semi-in tefligent  in  most  things,  the  giant  wolverine 
is  exceptionally  intelligent  w  ith  regard  to  hunting  and  combat. 


83 


Mammal,  Herd 


Name 

#AF 

AC 

MV 

HD 

THAC0; 

#AT 

Dmg 

ML 

SA 

XP 

Bull  (wild  ox) 

1-20 

7 

15 

4 

17 

2 

Id6/ld6 

Average 

Charge 

175 

Caribou 

2-16 

7 

21 

3+2 

17 

1 

2d6(ld3/ld3) 

Unsteady 

Nil 

120 

Goat,  giant 

1-12 

7 

18 

3+1 

17 

1 

2d8 

Unsteady 

Charge 

175 

Hippopotamus 

2-12 

6 

9/12 

8 

12 

1 

2d6  or  3d6 

Average 

Special 

975 

Llama 

1-12 

7 

15 

2 

19 

1 

ld3 

Unrell 

Spit 

65 

Ram,  giant 

2-8 

6 

15 

4 

17 

1 

2d6 

Average 

Charge 

175 

Rhino.,  l-hom 

1-6 

6 

12 

8 

13 

1 

2d4 

Unsteady* 

Charge 

975 

Rhino,,  2-hom 

1-6 

6 

12 

9 

11 

1 

2d6 

Unsteady14 

Charge 

1,400 

Stag,  wild 

1-4 

7 

24 

3 

17 

1(2) 

2d4  (Id3/ld3) 

Unsteady 

Nil 

65 

Stag,  giant 

1-2 

7 

21 

5 

15 

1(2) 

4d4{ld4/ld4) 

Average 

Nil 

175 

*  See  description 


Butt 

This  category  includes  wild  aurochs,  oxen,  and  yaks,  Bulls  are 
dangerous,  being  aggressive  and  easily  aroused,  A  typical  bud 
is  semi-intelligent  and  large,  standing  about  5  feet  at  the 
shoulder.  If  approached  within  80  yards,  there  is  a  75%  chance 
it  will  attack.  A  bull  charging  at  least  30  yards  inflicts  3d4  hit 
points  of  damage,  plus  an  additional  ld4  points  of  trampling 
damage.  When  a  herd  is  present,  there  will  be  several  bulls  to 
defend  it. 

Caribou 

These  herbivores  inhabit  subarctic  steppes  and  tundra.  They 
are  generally  similar  to  stags,  except  as  noted.  They  have  ani¬ 
mal  intelligence  and  are  large,  standing  4  to  5  feet  at  the  shoul¬ 
der  and  weighing  about  700  pounds.  Herds  may  have  up  to 
100  animals.  They  are  important  to  tribal  cultures  in  their 
region:  it  takes  about  12  skins  to  make  a  complete  winter  suit 
or  a  kayak,  5  to  6  hides  to  make  a  sleeping  roll.  Their  fat  is 
burned  in  oil  lamps  and  their  antlers  are  used  for  tent  pegs, 
tool  handles,  chair  frames,  and  so  on. 

Goat,  Giant 

These  reclusive  herbivores  dwell  in  hilly  country.  They  are 
semi-intelligent  and  stand  5  feet  or  more  at  the  shoulder.  If 
more  than  7  are  encountered,  the  remainder  will  be  young. 
They  will  aggressively  defend  themselves  against  any  threat. 
They  have  one  attack,  a  butt  with  two  sharp  horns.  A  giant 
goat  charging  at  least  30  yards  adds  +4  points  of  damage  when 
it  hits.  In  rare  cases,  these  animals  have  been  tamed  as  steeds. 


Llama 

These  sure-footed  herbivores  are  used  as  pack  animals  in 
some  mountainous  regions.  They  are  about  4 XA  feet  high  at  the 
shoulder  and  weigh  about  300  pounds.  They  spit  like  camels 
when  annoyed  (50%  chance,  blinds  for  ld3  rounds),  and  are 
prone  to  bite.  They  generally  refuse  loads  over  50  pounds. 

Ram,  Giant 

These  are  giant  sheep  found  only  In  hilly  or  mountainous 
regions.  They  have  animal  intelligence  and  are  large,  standing 
about  6  feet  at  the  shoulder.  A  flock  will  consist  of  a  ram,  four 
ewes,  and  the  balance  will  be  iambs.  All  full-grown  specimens 
will  conform  to  the  statistics.  Males  that  charge  to  attack  will 
deliver  a  butt  of  double  damage.  They  are  not  normally 
aggressive,  but  if  they  believe  the  flock  is  threatened,  they  will 
defend  it  to  the  death. 

Rhinoceros 

These  are  aggressive  herbivores,  found  in  tropical  savannahs. 
They  are  large  and  of  animal  intelligence.  A  few  types  are  less 
aggressive  and  will  run  away  if  they  feel  threatened,  but  most 
will  charge.  A  rhinoceros  that  fails  a  morale  check  will  charge 
50%  of  the  time.  Rhinoceros  have  poor  eyesight,  but  good 
hearing  and  smell  If  more  than  half  the  possible  number  are 
encountered,  1  or  2  will  be  young. 

A  charging  rhino  inflicts  double  damage.  It  will  also  tram¬ 
ple  any  creature  low  enough  for  this  action,  attacking  twice 
with  its  forefeet  and  inflicting  2d4  points  of  damage  with  each 
successful  hit. 


Hippopotamus 

Hippopotomi  are  found  in  the  lakes  and  rivers  of  tropical 
regions.  They  are  large  creatures  of  animal  intelligence. 
Although  they  are  herbivores,  they  w  ill  aggressively  defend 
their  territory.  A  hippo  bites  w  ith  exceedingly  strong  jaws;  a 
bull  will  inflict  3d6  points  of  damage.  There  will  be  1  to  4  bulls 
in  the  herd,  one  for  every  4  animals.  If  a  boat  or  canoe  passes 
over  submerged  hippopotomi,  there  is  a  50%  chance  that  a 
bull  will  emerge  under  it  and  tip  the  craft  over  Hippopotomi 
travel  underwater  by  running  along  the  bottom  (at  a  rate  of 
12),  and  can  stay  submerged  for  15  minutes. 


Stag,  wild 

Stags  are  herbivores  found  in  temperate  forests  and  meadow* 
lands,  They  are  the  aggressive  males  of  a  herd  that  numbers  4 
to  8  times  the  number  of  stags  encountered.  They  are  large 
creatures  of  animal  intelligence.  The  stags  will  defend  the  herd 
against  all  but  the  most  fearsome  opponents,  attacking  with 
their  branching  horns  or  lashing  out  with  their  sharp  fore¬ 
hooves. 

Giant  Stag 

These  are  simply  exceptionally  large  stags.  A  typical  giant  stag 
is  7  feet  tall  at  the  shoulder  and  weighs  over  1,500  pounds, 


84 


Marl 


CLIMATE/TERRA  IN: 

FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  or  tropical  swamps  and 

rivers 

Rare 

Solitary 

Day 

Carnivore 

Average  to  Very  (8-12) 

R 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 

MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4 

6 

6,  Sw  24 
10 
11 

3  to  8 

Id2-f4  each  or  by  weapon  +4 
Constriction 

Immune  to  charms,  mental 
attacks,  and  psionics 
NO 

G  (40 r  long) 

Elite  (14) 

6rGG0 


Marls  are  giant  aquatic  snakelike  creatures  with  hoods  like 
those  of  cobras.  Three  to  eight  arms  sprout  from  a  marl's  long 
body,  each  about  three  feet  long  and  ending  in  a  hand  like  that 
Of  a  human.  These  creatures  are  usually  brown,  with  iwhlte 
underbellies,  though  those  that  live  in  especially  verdant 
swamps  often  have  green  splotches.  Their  arms  have  the  same 
colors  as  their  bodies,  and  are  covered  in  fine  scales. 

Marls,  sometimes  called  slime  devils,  can  be  found  in  the 
wild,  in  swamps  or  along  rivers.  They  are  often  willing  to 
serve  as  guardians  or  mercenaries,  especially  for  snake-like 
creatures  such  as  yuan-ti  or  ophidians.  A  marl  usually  speaks 
the  language  most  common  to  its  home  region. 

Combat:  Marls  are  immensely  strong  and  very  aggressive. 
They  float  in  w  ater  until  prey  gets  very  dose,  then  attempt  to 
strike  with  surprise.  There  is  one  exception:  marls  become 
frenzied  at  the  sight  of  any  type  of  bird,  attacking  without 
planning,  ignoring  morale  and  attacking  until  all  birds  in  sight 
are  dead,  or  until  slain  themselves. 

Marls  never  attack  with  a  bite,  instead  using  their  fists.  A 
marl  has  ld6+2  arms,  each  of  which  ends  in  a  hand  that  can 
make  a  fist,  ranged  along  its  body  On  occasion,  marls  use 
weapons,  usually  improvised  dubs,  but  sometimes  weapons 
from  previous  victims.  Marl  mercenaries  are  often  given  good 
weapons  by  their  employers.  Wild  marls  never  use  missile 
weapons,  though  they  can  be  taught  how  to  use  them  by  a 
patient  instructor. 

Marls  receive  a  bonus  of  +4  damage  to  each  of  their  melee 
attacks,  armed  or  unarmed,  as  listed  above,  because  of  their  great 
strength.  A  marl  can  attack  several  opponents  at  the  same  time,  if 
they  are  ranged  along  the  creature's  length;  the  marl's  body  is 
supple  enough  that  it  can  quickly  whip  around  to  bring  more 
arms  to  bear  a  galas  t  several,  opponents  clustered  at  its  head. 

A  marl  can  also  constrict  an  opponent.  To  do  so,  it  must  first 
grab  the  opponent  with  at  least  one  hand;  this  requires  a  normal 
attack  roll  and  causes  no  damage.  The  creature  must  then  make 
a  second  attack  roll  in  the  same  round;  if  this  succeeds,  the  marl 
wraps  one  or  more  coils  of  its  body  around  the  victim,  constrict¬ 
ing  for  hdb  points  of  damage  per  round  until  the  victim  is  freed 


or  killed.  A  victim  can  get  loose  by  making  a  successful  bend 
bars/lift  gates  roll,  with  a  -20%  to  normal  chances.  A  marl  can 
make  no  other  attacks  in  the  first  round  of  constriction,  but  can 
thereafter  use  all  or  most  of  its  arms  to  attack  other  opponents, 
depending  on  where  those  opponents  are. 

Marls  are  immune  to  mental  attack,  including  psionic 
attack,  as  well  as  charm  spells  of  all  types.  ESP  and  similar 
spells  are  ineffective  on  marls, 

Habitat/Society:  Marls  have  no  real  culture  of  their  own. 
Though  a  few  of  them  might  be  found  in  the  same  area,  they 
have  little  commerce  with  one  another  (except  for  mating). 
They  do  not  build,  nor  do  they  engage  in  art  or  crafts.  Maris 
Jive  to  hunt  and  to  lie  in  the  warmth  of  the  sun. 

While  marls  in  the  wild  are  loners,  they  adapt  readily  to 
other  societies.  When  hired  as  mercenaries  they  ate  usually 
paid  in  food  and  shiny  trinkets.  They  learn  rapidly;  marls 
adopted  into  other  cultures  sometimes  exhibit  strong  talents 
for  artistic  endeavors  such  as  painting. 

Marls  mate  in  the  Ute  winter,  producing  eggs  about  three 
months  later.  The  eggs  hatch  after  another  five  months,  pro¬ 
ducing  cobra-like  snakes  about  two  feet  long.  Over  the  next 
two  years,  these  young  grow  rapidly;  their  arms  begin  to  grow 
after  about  a  year  Marls  can  live  for  20  years. 

Ecology:  Marls  arc  dangerous  predators  that  feed  primarily  on 
water  birds,  though  mammals  of  human-size  or  smaller  are 
also  considered  prey 

These  creatures  are  said  to  have  been  created  through  magi¬ 
cal  experimentation,  possibly  by  yuan-ti,  though  some  sages 
suggest  that  the  creatures  originated  on  a  faraway  plane  ot 
existence,  said  to  be  a  world  completely  devoid  of  magic. 


85 


Meenlock 


CLI M  ATE/TERR  AIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any  subterranean 
Very  rare 
Band 

Night  (any  if  tracking) 

Omnivore 

Very  (11-12) 

Nil 

Lawful  evil 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


3-5 

7 

9 

4 

17 

2 

Id4/ld4 

Fear,  paralyzation 
Dimension  door 
Nil 

T  (2'  tali  ) 

Steady  (11-12) 

650 


Meanlocks  are  shadow-dwelling,  bipedal  creatures  that  use 
gruesome  tortures  to  transform  humans  and  demihumans 
into  monsters  like  themselves.  T  hey  are  seldom  seen,  for  they 
shun  light.  Meenlocks  are  squat,  two  feet  tall,  and  covered  in 
shaggy,  black  fun  Their  bent  arms  end  in  nasty,  clawed  hands. 
Their  heads  are  white  and  hairless,  with  small,  toothsome 
mouths,  flat  noses,  and  large  yellow  eves  devoid  of  pupils. 
Meenlocks  have  a  powerful  telepathic  ability  that  enables 
them  to  send  messages  to  any  creature  within  3tl(l  feet.  Their 
speech  is  limited  to  low  guttural  growls. 

Combat:  Intelligent  creatures  with  4  or  fewer  Hit  Dice  that  see 
a  meenlock  collapse  from  fear  for  ld4+4  rounds  (half  this  if  a 
saving  throw  vs,  spell  is  successful), 

Meenlocks  flee  bright  light  if  they  can:  they  use  considerable 
ingenuity  to  extinguish  light  sources. 

In  melee,  meenlocks  rake  with  their  clawed  hands.  Each  hit 
inflicts  id4  points  of  damage.  Any  creature  struck  must  roll  a 
successful  saving  throw  vs.  paralyzation  or  be  paralyzed  for 
Id6  turns.  They  may  also  use  a  limited  dimension  door ,  60-foot 
range,  every  other  round.  Opponents  attacking  a  meenlock  the 
round  it  teleports  suffer  a  -4  penalty  to  their  attack  rolls, 
Meenlocks  cannot  use  this  ability  while  carrying  a  victim. 
Three  meenlocks  are  required  to  carry  a  paralyzed  victim. 

Any  human  or  group  of  humans  who  open  a  meenlock  lair 
without  killing  the  monsters  or  replacing  the  stone  exactly  as  they 
found  it  will  be  tracked  and  attacked  that  night.  The  tracking 
meenlocks  follow  at  a  discrete  distance  and  use  their  telepathic 
ability  to  send  messages  to  one  character  in  the  group  (no  saving 
throw).  This  victim  should  be  a  paladin  if  one  is  present;  if  noL  the 
meenlocks  chooses  human,  elf,  or  other  demihuman  in  that  order. 

The  messages  convey  the  general  impression  to  the  victim 
thal  horrible  monsters  are  in  pursuit  and  they  w  ant  to  make 
him  one  of  them.  As  the  day  wears  on  the  victim  becomes 
aware  of  stealthy  movements  all  around  him.  Companions  of 
the  victim  probably  detect  nothing  (meenlocks  are  95%  unde¬ 
tectable  when  tracking),  This  mental  harassment  continues 
throughout  the  day.  The  victim  loses  1  point  of  Dexterity,  Intel¬ 
ligence.  Strength,  and  Wisdom  per  hour  from  distraction. 
Maximum  reduction  is  to  half  the  original  value.  In  addition,  a 
character  being  harrassed  by  meenlocks  is  so  distracted  that 


he  suffers  a  -I  penalty  to  his  attack  rolls  or  if  he  is  a  spellcaster 
the  targets  of  his  spells  gain  a  +2  bonus  to  their  saving  throws. 

Meenlocks  attack  after  their  victim  beds  down  for  the  night. 
They're  surprisingly  quiet  and  are  80%  likely  to  surprise  even 
watchful  guards  (100%  against  sleeping  victims).  The  meenlocks 
use  their  fear  ability  and  paralysis  to  stun  any  guards  then  drag 
away  their  chosen  victim.  Meenlocks  kill  guards  and  companions 
if  needed.  They  do  not  attack  their  victim  unless  absolutely  nece- 
sary  preferring  to  drag  him  off  to  their  lair.  Once  inside,  after  a 
short  hideous  ceremony,  the  victim  becomes  a  meenlock 

Habitat/Society:  Meenlocks  dig  their  homes  in  desolate,  rocky 
forests,  covering  the  entrance  with  a  large  flat  rock  (treat  as  a 
secret  door).  This  stone  opens  to  a  twisting  vertical  passageway 
that  winds  downward  for  100  feet  or  more  to  the  meenlock  lair. 
The  ceiling,  floor,  and  vertical  passageway  of  the  entire  lair  are 
covered  by  a  dank,  spongy  moss  unique  to  meenlock  lairs. 

Meenlocks  use  Ih as  moss  to  climb  up  and  down  the  vertical 
passage.  Anyone  opening  the  lair  senses  powerful  emanations 
of  evil  coming  from  below.  In  addition,  anyone  peering  into  the 
blackness  is  greeted  by  the  smell  of  rotting  corpses.  Both  of  these 
sensations  are  telepathic  warnings  from  the  meenlocks  below. 

The  meenlocks  live  in  a  dreary  chamber  at  the  bottom  of  the 
vertical  passageway.  Decorations  consist  of  dirty  sleeping  furs, 
a  number  of  wicked  curved  knives  hanging  on  the  v^alls,  and  a 
jumbled  pile  of  bones. 

Ecology:  Meenlocks  delight  in  transforming  humans  and  demi¬ 
humans  into  monsters  like  themselves.  Little  is  known  about 
the  procedure  but  apparently  it  involves  a  reduction  in  the  vic¬ 
tim's  bulk  followed  by  quick  application  of  the  meenlock  moss. 

A  meenlock  band  contains  a  maximum  of  five  individuals.  If  a 
sixth  human  is  transformed,  then  the  band  splits.  The  three  largest 
meenlocks  (those  with  the  most  hit  points)  remain  in  the  lair,  while 
the  three  smaller  meenlocks  leave  to  construct  their  own  lair. 


86 


Mimic,  Greater 


CUM  ATE/TERR  A  IN; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Subterranean 
Very  rare 
Solitary 
Any 

Carnivore 

Very  to  High  (12-14) 
Nil' 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACD; 

NO-  OF  ATTACKS: 
DAM  A  GEy  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

5  internal  12  external) 
1 

15  or  16 

5 

\ 

6d4 

Surprise,  glue 
Camouflage 
10% 

H  {1,000+  cu.  ft.) 
Fanatic  (17) 
7,000-8,000 


Greater  mimics  are  presumed  to  be  either  common  mimics 
that  have  survived  tor  a  century  or  more  and  grown  to  great 
size,  or  mimics  altered  by  the  strange  magics  of  the  dungeon 
and  its  wizardly  denizens.  Like  their  more  common  cousins, 
greater  mimics  have  a  hard,  rock-like  outer  shell  surrounding 
a  mass  of  soft  inner  organs;  however,  greater  mimics  have  a 
higher  Intelligence  and  a  limited  magic  resistance.  Greater 
mimics  are  also  vastly  larger,  occupying  1,000  cubic  feet  (or 
more!),  and  can  cover  whole  rooms  or  small  buildings  Hke 
cry  pts  The  largest  known  specimen  covered  as  much  as  a 
30-foot  by  30-foot  by  30-foot  area. 

While  common  and  killer  mimics  alter  their  pigmentation  to 
resemble  starve,  wood,  or  metals,  the  greater  mimic  can  alter 
its  coloring  and  shape  to  Imitate  a  vast  number  of  textures,  col¬ 
ors,  and  shapes  at  once.  Common  mimics  imitate  chests  and 
doors;  with  its  intelligence  and  augmented  abilities,  the 
greater  mimic  can  create  entire  rooms  of  furniture,  treasure, 
and  tapestries  A  greater  mimic  rarely  disguises  itself  as  only  a 
mound  of  treasure,  as  that  still  offers  adventurers  and  other 
food  the  chance  to  escape;  by  blocking  a  corridor  and  altering 
its  shape  to  become  a  room  with  entrance  doors  on  either  side, 
its  prey  walks  directly  into  it  and  guarantees  easy  capture,  hr 
larger  caverns  or  halls,  the  greater  mimic  shapes  itself  into  a 
burial  alcove  or  a  cave  against  a  rocky  wall.  Regardless  of  its 
exterior,  the  ''interior'’  disguise  always  has  simulated  treasure, 
furniture,  and  other  enticements  to  lure  in  prey 

Combat:  Greater  mimics  surprise  their  victims  easily  (-6  to 
victims'  surprise  rolls),  intelligent  and  patient,  they  wait  until 
an  entire  group  is  inside  the  "room"  before  attacking.  Then 
they  release  natural  adhesives  across  all  surfaces,  holding  their 
victims  fast  while  they  attack  by  slamming  their  ''walls" 
together,  causing  6d4  points  of  damage  to  a  1 1  creatures 
trapped  inside  <  to  unknowing  adventurers,  it  seems  like  the 
room  implodes  on  them!).  The  greater  mimic's  adhesive  can 
be  weakened  by  alcohol  in  3  rounds.  It  any  creatures  remain 
outside  the  mimic,  it  doses  all  its  "openings"  and  seals  its 
dense  outer  hide  (AC  2  vs.  external  attacks).  Its  internal  Armor 
Class  is  5. 


Habitat/Society:  Greater  mimics  live  in  subterranean  caverns. 
They  are  almost  immobile  due  to  their  great  size  and  seldom 
move  at  all  once  they  have  chosen  a  living  place.  They  are 
intelligent  enough  to  make  pacts  with  any  groups  of  creatures 
within  the  same  area,  and  often  exchange  treasure  (which  they 
cannot  digest)  for  food.  It  is  often  worthwhile  for  a  group  of 
adventurers  to  bribe  a  greater  mimic  rather  than  slay  it,  as  it 
has  likely  gathered  a  great  deal  of  information  about  the  sur¬ 
rounding  area  over.  Adventurers  can  often  persuade  these 
creatures  to  trade  their  incidental  treasures  and  information 
for  food. 

Ecology:  Greater  mimics  have  prodigious  appetites,  but  can 
sustain  themselves  on  little  or  no  food  for  long  periods  of  t ime. 
This  is  not  a  preferred  choice,  however,  and  the)'  do  not  prac¬ 
tice  conservation  if  a  steady  food  supply  is  at  hand.  They  are 
intelligent,  efficient  predators. 

Though  common  mimics  were  created  by  wizards  as 
guardians,  the  greater  mimic  is  rarely  used  as  such.  This,  quite 
simply,  is  due  to  the  fact  that  few  wizards  can  get  these  crea¬ 
tures  to  obey  them  . 

One  in  five  greater  mimics  can  develop  a  limited  illusory 
ability  allowing  it  to  display  creatures  inside  the  "rooms"  it 
simulates.  These  monsters  can  even  portray  intelligent  crea¬ 
tures  and  pretend  to  speak  through  their  mouths.  Observers 
need  to  roll  under  half  their  Intelligence  to  realize  that  the 
words  are  actually  coming  from  the  walls  around  them. 


87 


Mold 


CUM  ATE/TERR  AIN: 

FREQUENCY: 

ORGANIZATION: 

ACTIVITY  CYCLE: 

DIET: 

INTELUGENCE: 

TREASURE: 

ALIGNMENT: 

Deep  Mold 

Subterranean 

Uncommon 

Patch 

Any 

Carnivorous 

Non-  (0) 

Nil 

Neutral 

Gray  Mold 
Subterranean 

Rare 

Patch 

Any 

Carnivorous 

Non-  (0) 

Nil 

Neutral 

Death  Mold 

Subterranean 

Very  rare 

Patch 

Any 

Carnivorous 

Animal  (1) 

Nil 

Neutral 

NO.  APPEARING; 

1  patch 

1  patch 

1-3  patches 

ARMOR  CLASS: 

9 

9 

9 

MOVEMENT: 

0 

0 

3 

HIT  DICE: 

n/a 

n/a 

n/a 

THAC0: 

n/a 

n/a 

n/a 

NO.  OF  ATTACKS: 

1 

1 

1 

DAMAGE/ATTACK: 

Special 

Id* 

ld& 

SPECIAL  ATTACKS: 

Spores,  Strength  loss 

Spores 

Spores,  paralysis 

SPECIAL  DEFENSES: 

See  below 

See  below 

See  below 

MAGIC  RESISTANCE: 

20% 

35% 

Nil 

SIZE: 

StoL 

S  to  L 

S  to  L 

MORALE: 

n/a 

n/a 

n/a 

XP  VALUE: 

35 

65 

175 

These  deadly  molds  a  re  spore-producing  fungi  that  grow  in 
decaying  organic  materials.  Like  all  molds,  these  have  a  fuzzy, 
harmless  appearance-  However,  they  can  be  deadly  if  dis¬ 
turbed,  and  they  are  hard  to  get  rid  of. 

A  typical  patch  of  mold  covers  from  30  to  60  square  feet. 
Patches  can  be  found  on  walls,  ceilings,  and  floors,  and  are 
eaten  by  a  variety  of  underground  dwellers.  Molds  wither  in 
sunlight  or  dry  conditions,  and  magics  such  as  sunburst  or  s*m- 
ray  will  kill  a  patch  immediately 

Deep  Mold 

More  plentiful  than  gray  mold  and  death  mold,  deep  mold 
appears  in  various  shades  of  green  and  blue,  Tts  pleasing 
appearance,  coupled  with  its  inviting  fragrance,  often  lures 
subterranean  animab  in  for  the  kill. 

If  anything  touches  the  mold,  whether  a  curious  finger  or  a 
weapon,  a  spore  cloud  is  released:  20  feet  wide,  20  feet  high, 
and  30  feet  deep,  centered  on  the  point  of  contact.  Those 
caught  within  the  cloud  must  make  a  successful  saving  throw 
vs.  paralyzatdon  or  suffer  Id  10  points  of  damage  and  lose  1 
point  of  Strength  for  Id  10  rounds;  those  who  are  successful 
suffer  only  half  damage  and  don't  lose  Strength.  Each  patch  of 
deep  mold  can  release  three  spore  clouds  a  day 

Deep  mold  is  immune  to  all  weapon  attacks  and  has  a  nat¬ 
ural  magic  resistance.  Magical  spells  that  overcome  the  mold's 
resistance  have  several  effects.  Cold-based  spells  stun  the 
mold  for  3d6  rounds;  during  this  time,  no  spores  can  be 
released.  Heat-based  spells  stun  the  mold  for  4d4  rounds. 
Add  (such  as  Mdfs  add  arrow}  kills  the  mold  at  the  rate  of  10 
square  feet  per  vial  (2d4  damage),  A  cure  disease  spell  kills  an 
entire  patch  without  triggering  the  spores. 

A  creature  infected  by  deep  mold  spores  (an  unsuccessful 
saving  throw)  takes  an  additional  IdlG  points  of  damage  per 
day  until  dead.  A  cure  disease  spell  can  excise  the  spore  infec¬ 
tion.  Otherwise,  a  day  of  complete  bed  rest  combined  with 
continuous  exposure  to  bright  sunlight  prevents  spore  dam* 
age  for  that  day  and  allows  natural  healing  to  occur. 

Gray  Mold 

This  mold,  which  grows  primarily  on  floors,  has  a  fuzzy  light 
gray  to  dark  gray  color.  Often  overlooked  in  subterranean  cav¬ 


erns,  the  mold  releases  its  spores  when  it  Is  stepped  on  or 
attacked.  Tt  can  create  a  cloud  of  spores  every  6  rounds. 

A  cloud  of  gray  spores  is  30  feet  deep  by  15  feet  wide  and  15 
feet  high.  Living  creatures  caught  within  the  cloud  suffer  ld6 
points  of  damage  and  must  make  a  saving  throw  vs.  poison. 
Those  who  do  not  save  have  inhaled  ld6  spores — each  causes 
1  point  of  damage  per  round  until  either  the  creature  is  dead 
or  a  cure  disease  spell  kills  the  spores.  Those  killed  by  gray 
mold  spores  became  part  of  the  mold,  a  man-si2ed  creature 
increasing  the  size  of  a  patch  by  10  square  feet.  The  spores  do 
not  harm  non-living  matter. 

Gray  mold  is  immune  to  weapons  and  to  fire-based  attacks. 
In  addition,  it  has  a  natural  magic  resistance.  Cold-based 
spells  that  pierce  its  resistance  make  the  mold  dormant  for  ld8 
turns,  while  ice  storm ,  watt  of  ice,  and  similar  spells  (of  4th  level 
or  higher)  kill  the  mold  outright. 

Death  Mold 

Death  mold  appears  as  a  large  mold  patch  colored  in  swirls 
and  spots  of  green,  gray  and  brown.  Those  who  see  it  often 
confuse  it  with  other  types  of  mold.  Death  mold  can  move, 
slowly  inching  its  way  along  cavern  floors  and  walls  in  search 
of  food.  It  often  lurks  on  ceilings,  waiting  to  release  its  cloud  of 
spores  on  victims  below, 

When  death  mold  touches  a  victim,  it  releases  a  cloud  of 
spores  that  is  40  feet  deep  by  60  feet  long  by  60  feet  wide,  cen¬ 
tered  on  the  point  of  contact.  This  semi-intelligent  mold  can 
emit  the  cloud  of  its  own  volition,  and  can  release  a  spore 
cloud  once  a  turn,  up  to  six  times  a  day.  Those  within  the 
cloud  suffer  2d8  points  of  damage.  In  addition,  those  within 
the  cloud  must  make  a  successful  saving  throw  vs,  poison  or 
fall  down  helplessly  coughing  and  wheezing  for  the  next  ld4 
rounds.  Once  victims  are  down,  the  death  mold  moves  toward 
them  or  drops  on  them  from  its  ceiling  perch.  Prey  engulfed 
by  the  mold  takes  ld8  points  of  poison  damage  each  round  the 
mold  remains  in  contact. 

Death  mold  is  immune  to  all  wizard  spells.  Priestly  cure 
wound  spells  stun  the  mold  for  the  number  of  rounds  equal  to 
the  number  of  hit  points  that  would  have  been  healed.  Stem 
poison  causes  the  mold  to  lie  dormant  for  1  full  turn.  A  neutral¬ 
ize  poison  or  heal  spell  instantly  kills  the  mold. 


88 


Mummy,  Creature 


CLIMATE/TERRA  1 N: 

FREQUENCY: 
ORGANIZATION; 
ACTIVITY  CYCLE; 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT; 

Animal 

Arid,  arctic, 
barren 

Rare 

Pack 

Night 

Omnivore 

Low  (5-7) 

Nil  (R) 

Neutral  evil 

Monster 

Arid,  arctic, 
barren 

Very  rare 

Solitary 

Night 

None 

Avg  (8-10) 

NO  (I) 

Neutral  evil 

NO.  APPEARING; 

1-8 

1-4 

ARMOR  CLASS; 

6* 

3" 

MOVEMENT: 

12 

9 

HIT  DICE; 

+1  HD+3  hp 

+2  HD +3  hp 

THACO; 

Varies 

Varies 

NO.  OF  ATTACKS: 

By  type 

By  type 

DAMAGE/ ATTACK: 

Varies  +1 

Varies  +2 

SPECIAL  ATTACKS: 

Fear,  disease 

Fear,  disease, 
curse,  special 

SPECIAL  DEFENSES; 

See  below' 

See  below 

MAGIC  RESISTANCE: 

Nil 

Nil 

SIZE: 

S-M 

Varies 

MORALE: 

Elite  (13) 

Champion  (15) 

XP  VALUE: 

Base  +5  levels 

Base  +6  levels 

Creature  mummies  arc  undead  whose  bodies  an?  preserved,  then 
animated  by  their  restless  spirits.  They  draw  their  power  from  the 
Plane  of  Positive  Energy.  Most  creature  mummies  arc  dessicated, 
dried  corpses  presewed  tram  rot  with  spices,  protective  wrappings, 
and  an  arid  environment.  However,  some  may  be  preserved  by 
baking  or  freezing  the  body,  by  airless  interment  in  tar,  by  the  use  of 
sal  ves  or  alchemical  baths,  or  by  preservative  magics  or  curses. 

Ait  creature  mummies  are  fixated  on  a  single  purpose  for 
their  existence,  whether  this  is  a  haired  of  the  living,  a  con¬ 
suming  need  for  revenge  or  a  mystical  geas  to  act  as  a  guardian 
or  an  agent  for  some  mission.  Animal  mummies  are  often  the 
minions  of  powerful  mummies  or  other  undead.  Monster 
mummies  may  have  been  created  to  serve  as  an  undying 
guardian  of  some  ancient  secret  or  treasure. 

Creature  mummies  vary  in  appearance.  Most  are  swathed 
in  bandages  or  have  withered  flesh  dyed  green,  ochre,  blue  or 
violet  with  an  herbal  or  salve  preservative  tincture;  other  hues 
such  as  black  and  russet  may  occur*  Some  creature  mummies 
may  look  skeletal  or  alive,  with  or  without  funerary  wrap¬ 
pings.  Often  vital  organs,  such  as  the  heart,  brain,  liver,  or 
pancreas  have  been  removed  and  preserved  in  separate  jars. 
The  creature  may  be  invulnerable  to  destruction  without  the 
destruction  of  these  parts  as  well* 

Many  creature  mummies  have  a  distinctive  odor  due  to  the 
preservation  process.  Variations  on  odors  run  from  spices:  cin¬ 
namon,  ginger,  saltpeter,  roses,  myrrh,  frankincense,  lye  and 
pomegranates,  to  scents  of  the  grave,  fresh  earth,  vegetable 
rot,  and  decaying  flesh.  Occasionally  mummies  exude  surpris¬ 
ing  odors,  such  as  the  smell  of  fresh  bread  (yeast),  wine,  vine¬ 
gar  and  roast  viandes. 

Mummy  animals  can  see  in  the  dark,  having  infravision  to 
3D  feet;  monsters  see  to  60  feet*  Animals  may  have  other 
heightened  senses  based  on  the  type.  Creature  mummies  are 
supernatural!}'  strong;  the  more  powerful  have  strength  rival¬ 
ing  that  of  a  vampire. 

Only  creature  mummies  with  average  intelligence  or  better 
and  a  tongue  and  lips  can  speak  in  their  native  language, 
though  haltingly 


Combat:  The  sight  of  a  creature  mummy  is  horrifying:  the  liv¬ 
ing  who  see  one  must  save  vs.  spell  or  be  paralyzed  for  ld4 
rounds.  More  powerful  creature  mummies  penalize  the  saving 
throw  by  -1  to  -4,  and  their  aura  causes  fear  (as  the  spell)  or 
dread  (-2  penalty  to  all  rolls)*  There  is  strength  in  numbers  for 
the  living;  for  every  6,  each  saving  throw  is  improved  by  +1. 
Humans  have  an  additional  +2  bonus  to  this  saving  throw, 

Creature  mummies  attack  using  natural  weapons— -ragged 
daws,  snarled  teeth,  tusks  and  hooves — inflicting  bloody 
wounds.  The  type  of  attack  is  determined  by  the  animal  or 
monster  the  mummy  is  derived  from*  Successful  natural 
attacks  require  a  saving  throw  vs*  poison  to  avoid  infection 
with  a  dread  disease,  most  commonly  mummy  rot .  Other  dis* 
eases  include  deadeye  (blindness),  heart  sting  (cardiac  disease), 
deathbite  (virulent  poison),  and  palsy  (involuntary  muscle 
spasms  causing  action  penalties  and  exhaustion).  Weapons 
wielded  by  creature  mummies  do  not  transmit  disease. 

Cure  wound  spells  wlU  not  heal  a  diseased  creature,  though 
normal  rest  will  restore  1  hit  point  per  10  days*  Mummy  rot 
reduces  a  victim's  Charisma  by  2  points,  and  drains  1  point  of 
Strength  and  Constitution  each  week  until  fatal*  Other 
mummy  afflictions  become  progressively  worse  if  left 
untreated,  eventually  killing  the  afflicted*  A  cure  disease  spell 
can  cure  the  victim* 

Creature  mummies  may  retain  a  special  attack  from  their 
mortal  form:  mummified  serpents  may  be  venomous,  sphin¬ 
xes  may  have  a  fearsome  roar,  birds  may  fly  ettereaps  may 
spin  webs,  shamans  may  still  cast  spells,  and  so  on*  But  the 
most  diabolical  ability  is  the  innate  cunning  of  creature  mum¬ 
mies,  since  undead  creatures  are  traditionally  viewed  as  dull 
and  slow-witted. 

Only  magical  or  special  weapons  can  harm  a  creature 
mummy*  Magical  weapons  inflict  half  damage;  any  special 
weapons  the  creature  is  vulnerable  to  (one  of  cold  iron,  silver, 
an  arcane  metal  special  wood,  etc.}  inflict  only  half  damage. 


89 


Mummy,  Creature 


More  powerful  creature  mummies  may  be  immune  to  damage 
from  special  weapons  and  suffer  only  half  damage  from  magi¬ 
cal  weapons. 

Creature  mummies  possess  many  of  the  immunities  of  other 
tin  dead.  Sleep,  charm,  hold,  poison,  paralysis  and  cold  attacks 
cause  no  damage.  More  powerful  creature  mummies  may  be 
immune  to  a  second  form  of  elemental  energy.  Unlike  other 
undead,  healing  magic  will  rejuvenate  the  damaged  form. 

Most  creature  mummies  are  vulnerable  to  fire.  A  torch 
inflicts  ld3  points  of  damage  and  an  oil  flask  causes  ld8 
points  on  the  first  round  and  2d8  the  second  round.  Magical 
fires  cause  +1  per  die  of  damage. 

Creature  mummies  are  turned  by  priests  and  paladins 
according  to  their  Hit  Dice,  treating  bonus  hit  points  of  4  or 
more  as  another  Hit  Die.  More  powerful  creature  mummies 
may  cause  a  penalty  of -1  to  -4  to  the  turn  roll,  If  the  turn 
attempt  is  successful  2d6  creatures  are  turned  minus  the 
power  of  the  mummy's  penalty. 

Holy  water  dissolves  a  creature  mummy's  flesh,  inflicting 
2J4  points  of  damage  if  thrown  on  the  creature,  though  the 
more  powerful  ones  may  be  resistant  to  this  damage, 

Creature  mummies  are  able  to  rejuvenate  their  damaged 
form  through  their  connection  to  the  Positive  Material  Plane. 
While  weaker  ones  may  be  destroyed  by  physical  damage,  the 
more  powerful  ones  can  reconstitute  their  forms  even  if  com¬ 
pletely  destroyed, 

Habitat/Society:  Creature  mummies  tend  to  either  dwell  on 
their  past  or  rail  against  the  loss  of  their  life  for  this  unending 
torment  of  unlife.  Most  remain  dormant  for  long  periods  of 
time,  lying  within  their  tombs  until  intruders  invade  it  or 
threaten  their  charge  or  mission.  Then  they  become  cunning, 
unstoppable  juggernauts  intent  on  bringing  down  their  oppo¬ 
nents  so  that  they  may  retu  rn  to  their  rest. 

The  true  tombs  of  creature  mummies  are  hidden  from  grave 
robbers  through  a  series  of  false  chambers  and  traps  in  the 
heart  of  a  crypt.  Often  the  final  resting  place  contains  funerary 
treasures  and  possessions  from  its  previous  life — foodstuffs, 
bodies  of  slain  comrades,  tools,  and  riches.  Often  these  items. 
If  removed  without  deference  and  a  series  of  proper  rituals 
will  trigger  a  curse  that  may  haunt  the  robber  unto  death. 

Ecology:  Creature  mummies  may  be  created  in  a  variety  of 
ways.  Their  reanimation  may  result  from  intense  death  throes 
coupled  by  a  will  to  live,  invocation  from  dark  priestly  rituals,  or 
creation  by  a  necromancer  or  some  powerful  undead  creature. 

Creature  mummies  rarely  eat,  but  might  consume  some 
substance,  elixir,  or  energy  in  order  to  retain  their  vitality  or 
rejuvenate  or  repair  their  form.  The  greatest  need  for  most  of 
them  is  to  fulfill  their  guardianship  or  task. 

Besides  the  {often  cursed)  treasures  that  they  guard,  a 
destroyed  creature  mummy  may  provide  valuable  materials 
in  the  form  of  its  dust  or  ceremonial  wrappings,  which  are 
considered  valuable  by  scholars  and  alchemists  for  concocting 
restorative,  regenerative,  and  rejuvenating  salves,  powders, 
and  other  magics. 

Animal  Mummy 

An  animal  mummy's  statistics  are  determined  by  Its  abilities 
in  life.  Its  Hit  Dice  are  the  same  as  those  in  life,  plus  1  HD  4-  3 
hp.  Movement  is  its  natural  speed  to  a  maximum  of  12  (flying 
24),  depending  on  how  well  the  physical  form  is  preserved. 
Armor  Class  is  the  natural  armor  class,  but  no  worse  than  6. 

Animal  mummies  retain  any  natural  abilities  they  had  in  life, 


if  they  retain  an  norvskdetal  form.  Skeletal  form  mummies  lose 
any  hiding,  flight,  swimming,  scent  and  sighting  abilities. 
Instead,  they  gain  an  inate  cunning,  beyond  the  norm. 

In  combat,  animal  mummies  retain  their  natural  damage 
plus  a  bonus  of  +1  damage  due  to  their  extraordinary  strength. 


Typical  Animal  Mummies 


Base 

Typical 

MV 

AC 

Drug 

Specials 

Baboon 

12* 

6 

ld4 

Tool  user 

Bull 

12 

6 

2db 

Charge:  3d 4 

Dog 

12 

6 

2d4 

Detect  invisible 

Eagle/hawk 

1,  FI  24 

6 

Id2/ld2/l 

Dive:  Dmgx2 

Lizard,  giant 

12 

5 

Id8 

On  20:  Dmgx2 
(continuous) 

Snake,  g.  constr. 

9 

5 

Id4/2d4 

Constriction 

*  includes  tree  movement  (brachiation)  of  1 2 


Monster  Mummy 

A  monster  mummy's  statistics  are  determined  by  its  abilities 
in  life.  Add  2  HD  +  3  hp  to  the  base  Hit  Dice,  Movement  is  the 
monster's  natural  speed,  to  a  minimum  of  9.  Armor  Class  is 
monster's  natural  Armor  Class,  with  a  minimum  of  3, 

Monster  mummies  retain  any  natural  abilities  they  pos¬ 
sessed  in  life  if  their  form  and  flesh  is  intact.  Abilities  may  be 
lost  as  a  result  of  decay  or  lost  body  parts.  They  may  retain 
one  or  more  special  abilities,  and  have  a  special  ability  to  curse 
those  who  profane  their  graves  or  sacred  duty.  Possible  curses 
include:  blindness,  insanity,  phobias,  geases,  weaknesses  and 
vulnerabilities,  hallucinations,  debilitation,  and  bad  luck. 

Monster  mummies  are  very  strong,  adding  +2  to  damage 
caused  by  natural  or  non- missile  weapon  attacks. 


MV 

AC 

Base  Dmg 

Specials 

Beetle,  g.  scarab 

9 

3 

5d4 

Passage 

Centaur 

18 

3 

Id6x2/wpn 

Weight  control 

Dragonne  15  FI  9 

3 

Id8x2/3d6 

True  seeing 

Gnoll 

9 

3 

2d4 

Command  undead 

Manscornion 

12 

3 

ld4+t  x2/Id4 

Summon  horde 

Sphinx  15  Fl  24 

-1 

2d4x2/tdl0 

Resist  magic 

Yuan-ti 

9 

3 

Idl0/ld6 

Alter  self 

Special  abilities 

Alter  self  allows  the  mummy  to  change  its  appearance. 

Command  undead  allows  the  mummy  to  command  undead 
as  if  a  priest  of  a  level  equal  to  its  Hit  Dice. 

Create  undead  allows  the  mummy  to  Ultimate  dead  as  a 
priest. 

Elemental  command  grants  the  power  over  one  element  so 
that  the  mummy  may  create  an  a  Hack,  control  the  element,  resist 
the  element,  and  if  powerful  enough,  summon  an  elemental, 

Fascinate  allows  the  mummy  to  stun  animals,  monsters  or 
people  whose  Hit  Dice  total  equals  twice  the  mummy's  Hit 
Dice  or  less. 

Illusion  allows  the  mummy  to  create  illusionary  sights. 

Passage  gives  the  mummy  the  ability  to  pass  through  solid 
matter,  such  as  stone  walls  or  wood. 

Resist  magic  grants  a  10%  to  40%  magic  resistance 

Summon  horde  grants  the  mummy  the  power  to  summon 
an  horde  of  small  creatures  that  incapacitate  and  injure  foes. 

Symbiosis  makes  the  mummy  a  host  to  a  slime,  ooze,  or 
infestation  of  insects,  rot  grubs,  or  fungus. 

Weight  control  allows  a  mummy  to  cross  any  surface,  while 
more  powerful  ones  may  levitate  or  even  fly 


90 


Nyth 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET; 

INTELLIGENCE; 
TREASURE  TYPE; 
ALIGNMENT; 

NO.  APPEARING; 


Any 

Rare 

Solitary 

Any 

Carnivore 
High  (13-14) 

Nil  (Any  as  guardian) 
Lawful  evil 
1 


ARMOR  CLASS; 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES*. 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE; 


i 

F!  18  (A) 

7 

13 

1 

ld4 

Magic  missile 
See  below 
44% 

S  (2  -4'  diameter) 
Fanatic  (17) 

4  mo 


Often  mistaken  for  the  eerie  will  o'  wisp,  the  ny  th  Ls  a  rare 
predator  It  appears  as  a  glowing  sphere  of  light,  which  it  can 
alter  in  hue  and  intensity  just  as  its  more  famous  relative  does. 
Nyth  speak  and  usually  know  common;  they  also  communi¬ 
cate  in  the  "flickering  light"  language  of  w  ill  o'  wisps. 

Combat  Nyth  fly  silently  about  by  means  of  natural  levitation, 
hunting  birds,  rodents,  large  insects,  and  other  small  creatures 
they  can  slay.  On  sunny  days,  they  often  drift  with  the  sun 
behind  them,  unseen  against  the  glare  until  they  can  pounce. 

Nyth  bite  prey  that  they  can  hit,  but  their  major  weapon  is  a 
naturally-generated  magic  missile f  which  is  identical  to  that 
created  by  the  Ist-level  wizard  spell.  A  nyth  can  fire  this  mis¬ 
sile,  which  causes  ld4+  i  points  of  damage,  every  other  round. 

Against  powerful  opponents,  nyth  dodge  to  avoid  attacks, 
using  their  intelligence  to  discern  spellcasters  and  magical 
items,  and  concentrate  on  foiling  such  attacks,  Nyth  will  also 
try  conversation  to  lead  hostile  beings  astray  into  nearby  pit- 
falls,  swamps,  traps  (if  serving  as  a  guardian),  and  the  like. 
Like  will  o'  wisps,  nvth  are  able  to  blank  out  their  radiance 
entirely  (for  2d4  rounds  at  a  time)  in  order  to  steal  away  from 
an  encounter  or  to  approach  their  prey;  during  this  time,  the 
nyth  can  only  be  seen  by  those  who  can  see  invisible  creatures. 
A  nyth  that  fires  a  magic  missile  pulses  brightly  appearing  and 
remaining  visible  for  the  entire  round. 

N  vth  can  be  hit  by  any  sort  of  weapon.  Fire,  electricity  and 
other  raw  energy  discharges  of  any  sort  aid  rather  than  harm  a 
nyth.  The  points  of  damage  normally  dealt  by  such  attacks  are 
added  to  the  nyth's  hit  point  total;  this  is  permanent  until  lost 
to  further  attacks.  Thus,  nyth  cannot  be  harmed  by  fireballs, 
lightning  holts,  and  similar  magics.  It  cannot,  however,  absorb 
magic  missies;  instead,  it  reflects  them  back  upon  the  caster  or 
item  wielder.  Nyth  do  not  heal  with  rest  and  often  seek  out 
wayfarers"  fires  and  forest  blazes  to  replenish  their  energy  and 
essence  in  the  blazes. 

In  addition  to  their  natural  magic  resistance,  the  uniquely 
chaotic,  multilayer  minds  of  nyth  are  immune  to  all  enchant¬ 
ment /charm  spells  and  like  magical  effects. 


Habilat/Society:  Nyth  are  almost  always  found  as  solitary,  wan¬ 
dering  hunters,  without  a  specific  territory  or  a  lair.  They  do 
have  favorite  hunting  spots,  and  often  drift  in  desolate  areas  or 
ruins  where  their  radiance  will  not  attract  the  attention  of  toes, 

Nyth  have  never  been  observed  to  fight  will  o'  wisps  or 
each  other,  In  the  wild,  they  keep  to  themselves,  reproducing 
by  splitting  into  two  nyth  when  reaching  a  certain  size 
(absorbed  up  to  or  more  than  &U  hit  points);  this  spectacular 
process  of  explosive  bursts  of  light  and  discharges  of  tirngic 
missiles  in  random  directions  (living  creatures  within  30  feet 
subject  to  1  to  3  missiles  each)  creates  two  nyth  of  7  Hit  Dice. 
Some  barbarians  call  nyth  "wildfire"'  and  believe  them  to  be 
evil  spirits.  Most  merely  avoid  them  and  are,  in  turn,  avoided 
by  nyth. 

The  powers  of  the  nyth  make  them  ideal  guardians,  and  the 
swift  flight,  invisibility,  and  wary  avoidance  of  wild  nyth 
make  these  guardians  the  only  nyth  that  most  folk  ever  see, 
Nyth  can  get  lonely,  and  acceptance  by  other  creatures,  and 
the  designation  of  a  particular  area  (room,  rave,  crypt,  cross¬ 
roads,  etc.)  as  its  home  delights  a  nyth.  If  given  clear  instruc¬ 
tions  and  regular  food  (fire  and  energy,  not  just  live  prey),  a 
nyth  will  take  pride  in  defending  its  home  against  specified 
intruders;  guardian  nyth  take  on  all  attackers  with  guile  and 
wit,  retreating  only  if  faced  with  certain  destruction. 

Nyth  can  communicate  telepathicaUy  with  most  creatures 
and  may  speak  any  language  with  which  they  have  frequent 
contact. 

Ecology;  Wild  nyth  prey  on  small  creatures  of  the  woodlands 
and  coasts,  birds  in  particular,  and  go  their  solitary  ways  with¬ 
out  altering  the  lands  in  which  they  dwell.  No  specific  magical 
use  has  yet  been  found  for  their  essence,  but  wizards  are  confi¬ 
dent  that  it  will  prove  useful  in  devising  fire-  and  magic  mis- 
^ lie-related  spells  and  items. 


91 


Ooze,  Slime,  Jelly — Ghaunadan 


CUM  ATE/TERR  AIN; 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET; 

INTELLIGENCE: 
TREASURE  TYPE: 
ALIGNMENT: 


Subterranean 

Rare 

Solitary 

Any 

Carnivore 

Very  to  High  (12-1.4) 
J(B) 

Chaotic  evil 


NO,  APPEARINGS 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE; 

THAC0: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK; 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES; 

MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4 

1 

12 

5 

15 

2 

3d4 

Paralysis,  friends  gaze 

Half  damage  from,  blunt  weapons, 

disarming 

Nil 

M  (5^) 

Fanatic  (17) 

4,000 


These  vile,  intelligent  beasts  are  the  loyal  servants  of  Ghau- 
nadaur,  the  god  of  oozes,  slimes,  and  jellies,  Ghaunadan  are 
intelligent  oozes  that  have  full  control  of  their  semiliquid  bod* 
ies.  Ghaunadan  can  move,  at  half  their  normal  movement  rate, 
through  small  cracks,  gratings,  or  even  under  doors.  These 
creatures  move  at  that  same  rate  on  walls  and  ceilings. 

Further,  a  ghaunadan  can  control  its  body  and  change  forms 
(for  up  to  15  hours  at  a  time)  to  that  of  a  humanoid  creature; 
most  appear  as  human  males,  but  there  are  one  or  two 
rumored  to  have  female  draw  forms,  A  ghaunadan  requires 
one  full  round  to  assume  or  drop  its  humanoid  shape,  and, 
when  in  humanoid  shape,  it  favors  the  colors  and  styles  also 
worn  by  Ghaunadaur's  priests;  copper,  amber,  flame-orange, 
russet,  plum,  purple,  lilac,  and  lavender. 

Combat:  In  ooze  form,  a  ghaunadan  lashes  out  with  two 
pseudopods,  each  successful  attack  inflicting  3d4  points  of 
damage.  Victims  of  this  attack  are  struck  with  the  ghau¬ 
nadan 's  paralytic  slime;  each  must  save  vs.  paralysis  at  a  -2 
bonus  or  be  paralyzed  for  2d6  turns.  Also,  a  ghaunadan 's 
semiliquid  body  is  resistant  to  bludgeoning  blows  (half  dam¬ 
age  from  such  attacks).  In  its  ooze  form,  a  ghaunadan  can 
forego  all  physical  attacks  in  a  round  and  choose  to  mold  itself 
around  an  opponent" s  weapon;  when  a  successful  attack  hits 
the  ghaunadan,  the  weapon  sinks  into  its  mass,  but  the  ghau¬ 
nadan  firms  its  skin  around  the  weapon,  trapping  it  like  a  fly 
in  amber.  Characters  need  to  make  a  bend  bars/ lift  gates  roll 
to  free  their  weapons,  or  abandon  them  inside  the  ghaunadan. 

The  ghaunadan "s  humanoid  form  is  a  unique  individual 
that  is  always  pleasant  to  those  beholding  it  (Charisma  15  or 
greater).  If  a  humanoid  ghaunadan  looks  into  someone's  eyes, 
its  gaze  has  an  effect  identical  to  a  friends  spell  that  lasts  as  long 


as  the  ghaunadan  remains  visible  to  its  targets.  If  the  ghau¬ 
nadan  leaves  the  area,  or  assumes  its  true  form,  the  friends 
effect  ends  immediately  Note  that  a  ghaunadan  cannot  form 
clothing,  armor,  or  weapons  from  itself.  Such  Items  must  be 
obtained  from  other  sources.  Victims  of  the  ghaunadan  are 
common  targets  for  a  creature  seeking  such  items.  A  ghau¬ 
nadan  in  humanoid  form  can  attack  with  its  pseudopods 
(stretching  its  arms  and  hands  into  blobs),  but  may  choose  not 
to  reveal  its  true  nature  by  doing  so.  In  this  case,  a  ghaunadan 
will  make  use  of  any  available  and  appropriate  weapons. 

Habitat/Society:  Ghaunadan  live  in  any  subterranean  area 
where  prey  is  accessible.  They  tend  to  live  alone,  though  they 
often  reside  near  (and  lead)  other  dime*  or  ooze*based  creatures, 
Ghaunadan  also  actively  serve  their  god.  Groups  of  ghau¬ 
nadan  can  be  found  in  areas  w*here  foes  of  Ghaunadaur  are 
active. 

Ecology:  Ghaunadan  hunt  by  roaming  the  area  where  they 
live,  be  it  cave,  city,  tunnel,  or  dungeon,  until  they  spy  prey  or 
intruders*  Ghaunadan  then  take  humanoid  form  (to  draw 
intended  victims  closer)  or  hide  in  ooze  form  until  prey  are 
within  range  of  its  melee  attack,  Ghaunadan  cannot  consume 
inorganic  items  such  as  armor,  rings,  or  metallic  weapons. 
Unless  the  ghaunadan  makes  use  of  these  items  in  its  human¬ 
oid  form,  these  things  are  generally  left  where  they  were 
dropped  by  the  ghaumdan's  victim. 


92 


Palimpsest 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Temperate /urban  (City /library) 
Very  rare 

None 

Any 

Life  energy 

Semi- 

Nil 

Neutral 

NO.  APPEARING: 

1 

ARMOR  CLASS: 

10 

MOVEMENT: 

3 

HIT  DICE: 

1  to  10 

THACO: 

Varies 

NO.  OF  ATTACKS: 

i 

DAMAGE/ATTACK: 

ld3 

SPECIAL  ATTACKS: 

Absorption 

SPECIAL  DEFENSES: 

Immune  to  fire  and  edged  weapons 

MAGIC  RESISTANCE: 

10% 

SIZE: 

S  (varies) 

MORALE: 

Unsteady  (5) 

XP  VALUE; 

1  HD:  270 

6  HD:  2,000 

2  HD:  420 

7  HD:  3,000 

3  HD.  650 

S  HD;  4,000 

4  HD:  975 

9  HD:  5,000 

5  HD:  1,400 

10  HD:  6,000 

A  palimpsest  is  a  sheet  ot  magical,  carnivorous  parchment  or  paper 
that  has  become  semisentient  arid  animated  by  the  magical  runes  it 
contained  for  long  ages.  It  is  mobile,  able  to  rustle  its  way  from  shell 
to  shelf  and  desk  to  desk  (as  if  blown  about  by  a  stay  breeze),  but  is 
otoemlse  indistinguishable  from  normal  paper  or  parchment 

Combat:  Palimpsests  reveal  their  true  natures  only  when  they 
feed.  Generally,  they  hide  in  books,  scroll  cases"  or  loosely- 
wrapped  folders  of  loose  parchment  Palimpsests  sense  sound  and 
movement,  and  attack  only  when  their  victim  is  still  (or  perform¬ 
ing  minor  movements  such  as  writing  or  drawing).  As  a  result, 
they  attack  by  surprise  on  a  roll  of  They  attempt  to  absorb  their 
victim,  drawing  the  hapless  target  into  their  pages  on  an  attack  mil 
of  4  more  than  what  is  required  to  hit  the  victim-  As  the  victim  is 
absorbed,  his  features  become  part  of  the  palimpsest,  appearing  as 
a  sketch  or  illumination  derived  directly  from  the  victim’s  features. 
The  palimpsest  can  do  nothing  else  while  absorbing  its  victim,  and 
the  process  take  2  full  rounds;  the  creature  is  vulnerable  during  this 
period,  so  it  prefers  to  attack  solitary  creatures. 

If  a  successful  attack  roll  falls  to  draw  the  victim  in,  the 
palimpsest  simply  inflicts  deep  paper  cuts  that  bleed  for  several 
hours,  inflicting  Id3  hit  points  damage.  The  blood  that  spatters 
the  page  is  soon  absorbed,  leaving  no  trace  to  warn  future  victims. 

After  a  victim  is  completely  absorbed  within  the  palimpsest, 
life  energies  are  slowly  eaten,  a  process  that  takes  I  day  per 
level  or  Hit  Die  of  the  victim.  Thereafter,  the  victim  can  only 
be  restored  by  a  wish  spell;  all  other  spells  and  methods, 
including  resurrection,  are  useless.  A  palimpsest  can  absorb 
one  victim  per  Hit  Die  at  a  time;  thus,  a  3  Hit  Die  palimpsest 
can  devour  the  energies  of  three  trapped  victims  at  once, 
though  it  can  absorb  only  one  victim  every  2  rounds 

Victims  absorbed  into  a  palimpsest  magically  become  part 
of  its  decorations  while  the  creature  absorbs  the  victim’s  life 
force.  For  example,  the  parchment  may  include  a  variety  of 
fantastic  illuminations,  with  mice  screeching  to  get  out,  or  a 
scribe  screaming  in  terror  among  the  fanciful  scrollwork. 
While  victims  are  in  this  state,  it  is  very  difficult  to  restore 


them  to  normal  form.  Raise  dead  has  no  effect,  and  limited  wish 
is  likewise  useless.  The  only  known  way  to  free  a  palimpsest 
victim  {other  than  a  full  and  carefully  worded  wish)  is  this  spe¬ 
cific  series  of  spelts:  A  remow  curse  spell  animates  an  illus¬ 
trated  victim,  an  abjure  spell  allows  him  or  her  to  be  lifted  off 
the  page,  and  a  resurrection  spell  restores  his  or  her  true  form 
(or  else  the  victim  remains  only  a  colorful,  lifeless  paper  doll}- 

Palimpsests  are  immune  to  edged  weapons  and  normal  and 
magical  fire;  electricity  has  a  chance  of  releasing  partially 
absorbed  victims.  Shocking  grasp  has  a  20%  chance  to  release  a 
creature  partially  absorbed  by  the  palimpsest,  though  the 
caster  risks  being  consumed  himself  unless  the  spell  is  cast 
through  a  spectral  hand.  A  lightning  bolt  spell  has  a  50%  chance 
to  release  a  partially  absorbed  victim,  and  chain  lightning  has  a 
90%  chance  to  release  its  most  recent  victim  (and  a  10%  chance 
each  of  releasing  one  other  victim  who  the  palimpsest  absorbed 
and  still  remains  among  its  illuminations).  If  the  palimpsest  is 
killed,  its  victims  are  irretrievable  without  a  wish  spell 

Habitat/Society:  Palimpsests  have  no  society  to  speak  of,  since 
they  live  alone.  They  do  not  reproduce  sexually,  though  there 
are  reports  that  large  magical  libraries  or  good  food  supplies 
lead  them  to  split  frequently,  as  amoebas  do. 

Ecology:  Palimpsests  are,  in  fact,  creatures  created  in  the  Ethe¬ 
real  plane.  Instead  of  drawing  power  or  matter  from  other 
planes  to  a  mage,  palimpsests  are  capable  of  doing  just  the 
opposite,  drawing  mages  into  other  planes. 

A  few  rumors  claim  that  palimpsests  are  creations  of  the 
arcane,  who  use  them,  to  gather  magical  energies.  Others  claim 
that  they  are  minions  of  a  magical  Power,  sent  as  retribution 
against  those  that  offend.  There  are  also  persistent  rumors  of  an 
entire  false  library  of  these  creatures.  Adventurers  claim  that  the 
volumes  are  enticingly  labeled,  such  as  Manual  of  Bodily  Health  f 
Libram  of  Gainful  Cm  juration,  and  Ebttmster's  B/fld:  Book 


93 


Peltast 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE  TYPE 
ALIGNMENT: 

NO.  APPEARING: 

Peltast 

Any  land 

Very  rare 

Solitary 

Any 

Special 

Average  (8-10) 

Nil 

Neutral 

1 

Greater  Peltast 
Any  land 

Very  rare 
Solitary 

Any 

Special 

Exceptional 

(15-16) 

Nil 

Neutral 

I 

ARMOR  CLASS: 

7 

3 

MOVEMENT: 

4 

4 

HU  DICE: 

1+6 

2+6 

THACG: 

19 

19 

NO,  OF  ATTACKS: 

1 

1 

DAM  AGE/ ATTACK: 

See  below 

See  below 

SPECIAL  ATTACKS: 

See  below 

See  below 

SPECIAL  DEFENSES: 

Immune  to 

Immune  to 

poison  and 

poison  and 

crushing  attacks 

crushing  attacks 

MAGIC  RESISTANCE: 

7% 

33% 

SIZE: 

T  (under  2*  long 
unless  stretched 
very  thin) 

T  (amorphous) 

MORALE: 

Steady  (12) 

Elite  (14) 

XP  VALUE: 

65 

975 

A  peltast  is  an  amorphous  creature  about  the  size  of  three 
human  fists  in  volume  Its  skin  has  a  textured,  mottled  brown 
hue  resembling  worn  but  sturdy  leather.  A  peltast  can  change  ite 
shape  to  exactly  match  a  leather  item  in  two  rounds.  If  a  peltast 
sees  a  leather  item  dropped,  it  swiftly  moves  and  changes  form 
so  as  to  be  mistaken  for  the  missing  item,  A  peltast  feels  and 
hefts  like  leather,  and  does  not  breathe,  give  off  heat,  or  make 
any  >aund.  It  has  no  tanning  odor,  nor  does  it  radiate  magic.  A 
peltast"  s  skin  can  sense  vibrations,  smell  acutely,  and  its  many 
tiny  concealable  eyes  have  60-foot  inha  vim  on. 

Combat:  In  contact  with  suitable  flesh,  a  peltast  exudes  a  liq¬ 
uid  anaesthetic  and  tissue  softener.  There  is  only  a  1%  chance 
that  a  host  creature  will  notice  its  attack.  The  peltast  dissolves 
the  host's  skin  in  a  small,  hidden  area,  Through  this,  it  absorbs 
1  hit  pomt/day  .if  blood-borne  nutrients.  A  healthy  host  may 
never  notice  the  slight  weakness  this  causes.  If  the  peltast  is 
removed,  there  is  no  telltale  peeling,  pulling,  or  blood. 

The  peltast  is  resilient  and  is  immune  to  poison  and  crush¬ 
ing  attacks,  but  all  edged  weapons  do  full  damage,  Peltasts 
also  gain  +1  on  saving  throws  vs.  lire, 

Habitat/Society:  The  peltast  infests  dungeon  settings.  The 
peltast  can  be  encountered  in  urban  settings,  especially  where 
there  are  direct  connections  with  dungeons  or  sewer  systems 
below-;  the  most  common  forms  these  are  found  in  are  dis¬ 
carded  coin  bags,  belts,  hats,  or  gloves. 

Ecology:  Peltasts  live  in  symbiosis  with  humans  and  all  gob¬ 
lin  kind,  Elves  and  dwarves  aren't  right  for  its  needs,  and  are 
used  only  as  carriers  to  more  suitable  hosts. 

A  peltast  will  leave  a  diseased  host,  but  helps  keep  its  host 
alive  while  attached.  It  neutralizes  poisons  introduced  into  the 
host.  Its  slight  magic  resistance  is  also  extended  to  the  host 
Should  the  host  be  reduced  to  two  hit  points  or  less,  the  peltast 


will  inject  ld4+2  points  of  energy  back  into  the  host;  it  can  do 
this  only  once  a  day. 

A  peltast  exudes  wastes  whenever  immersed  in  water,  stain¬ 
ing  and  poisoning  it;  drinkers  must  save  vs.  poison  at  a  +2  bonus 
or  become  nauseated  for  2d4  rounds,  unable  to  attack  or  defend. 

A  peltast  will  never  fight  another  peltast,  nor  willingly  join 
a  host  already  tarrying  one.  Peltasts  can  sense  each  other  up  to 
40  feet  away. 

Greater  Peltasts:  These  rarer  peltasts  resemble  translucent  rock 
crystals  instead  of  leather.  Hard  to  the  touch  and  about  the  size 
of  a  human  fist,  they  can  alter  the  internal  hue  and  shape  of 
their  bodies.  No  organs  or  structures  are  visible  in  a  greater 
peltast,  and  over  the  centuries  they  have  learned  to  shape  them¬ 
selves  into  exact  semblances  of  faceted  gems,  valued  by  many 
creatures.  Greater  peltasts  are  found  deep  underground,  and 
rarely  if  ever,  in  a  city.  They  often  hide  among  teal  gemstones, 

Greater  pd tasks  can  be  seen  feeding:  the  blood  they  ingest  is 
visible  inside  their  bodies.  They  also  grow  visibly  upon  drain¬ 
ing  more  than  3  hit  points  of  nutrients  (a  greater  peltast  can 
typically  drain  up  to  12  hit  points,  half  of  which  are  added  to 
its  hit  point  total  for  a  day).  Because  of  this,  greater  peltasts 
prefer  to  feed  on  sleeping,  dead,  or  disabled  creatures,  using 
their  magical  powers  to  fetch  more  meals 

Once  a  round,  a  greater  peltast  can  silently  use  one  of  its  abil¬ 
ities:  call  monsters  (like  a  monster  summoning  VI  spell,  but  used  to 
call  hostile  creatures  against  its  carrier  until  a  good  meal  oppor¬ 
tunity  develops);  a  powerful  suggestion  {-1  on  subject  saving 
throws)  to  influence  called  creatures  and  other  beings  around 
them  into  creating  the  maximum  possible  bloodshed  without 
depriving  the  greater  peltast  of  all  potential  host-creatures;  and 
slow  on  any  being  touching  or  carrying  the  greater  peltast. 

These  "false  gems"  have  exceptional  intelligence  and  are 
more  powerful  than  the  common  variety.  They  otherwise  drain 
a  host,  and  give  benefits,  exactly  as  do  their  lesser  cousins, 


94 


Plant,  Dangerous 


CLtMATE/TERRAIN: 

FREQUENCY: 

ORGANIZATION: 

ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Blood  1  horn 

Temperate  forest 

Rare 

Solitary 

Day 

Carnivore 

Non-  (0) 

Incidental 

Neutral 

NO,  APPEARING: 

1 

ARMOR  CLASS: 

4 

MOVEMENT: 

% 

HIT  DICE: 

10 

THACO: 

15 

NO.  OF  ATTACKS: 

1 

DAM  AGE/ ATTACK: 

25%  of  hp 

SPECIAL  ATTACKS: 

Blood  drain,  system  si 

SPECIAL  DEFENSES: 

See  below 

MAGIC  RESISTANCE: 

Nil 

SIZE: 

L  {10'  long) 

MORALE 

Fearless  (19) 

XP  VALUE: 

5,000 

Twilight  Bloom 

Any  temperate  or  swamp 
Rare 

Stand 

Day 

Carnivore 

Non-  (0) 

Incidental 

Neutral 

Boring  Grass 

Any  temperate 

Rare 

Patch 

Any 

Carnivore 

Non-  (0) 

Incidental 

Neutral 

1-10 

1 

8 

8 

0 

0 

3 

4 

17 

17 

1 

1  /creature  in  contact 

Nil 

5d4 

Poison 

Boring,  poison 

Nil 

Must  be  dug  up  or  burned 

Nil 

Nil 

U8M3'  tall) 

L  to  H  (6*-lLT  diameter) 

Fearless  (20) 

Fearless  (20) 

175 

2,000 

Blood  thorn 

The  bloodthorm  or  vampire  thorn  vine,  resembles  a  normal 
patch  of  thorny  v ines.  A  healthy  adult  bloodthorn  has  a  10- 
foot-long  yellowish  brown  trunk  from  which  four  tendriH 
spring.  Each  light  green  tendril  is  about  7  feet  long  and  bears 
numerous  slender,  hollow  thorns  about  an  inch  in  length. 

When  warm-blooded  prey  approaches,  the  blood  thorn's 
tendrils  lash  out  making  one  attack  as  a  6  Hit  Die  monster.  If 
successful,  the  barbed  thorns  attach  to  the  victim  and  drain 
bodily  fluids-  The  bloodt  horn's  prey  loses  25%  of  its  maxi¬ 
mum  hit  points  each  round,  until  the  bloodthorn  or  its  victim 
dies,  or  the  victim  breaks  free.  The  draining  process  is  very 
painful,  and  the  victim  must  make  a  successful  system  shock 
roll  each  round  or  fall  unconscious.  The  victim  can  pull  free 
with  a  successful  Strength  check/  though  this  causes  an  addi¬ 
tional  1-2  points  of  damage,  Each  tendril  requires  10  points  of 
damage  to  sever;  these  points  do  not  count  towards  the  total 
from  the  central  stalk's  Hit  Dice. 

Bloodthorns  are  capable  of  limited  movement  and  will 
creep  towards  heat  and  light,  though  open  flame  will  cause 
one  to  recoil.  An  electrical  attack  will  cause  a  bloodthorn  to 
grow'  by  one  Hit  Die,  but  it  still  attacks  as  a  6  HD  monster. 
Cold  immobilizes  the  blcHidthom  for  2-5  rounds. 

The  bloodthorn  reproduces  by  shooting  seed  thorns  away 
from  itself  after  a  good  feeding  (three  or  more  man-sized  vic¬ 
tims).  The  seed  thorns  fly  ID  to  20  feet  and  cause  no  damage  if 
they  hit.  Any  seedling  growing  near  an  adult  plant  will  be 
killed  before  it  can  grow  and  compete. 

Wizards  and  alchemists  can  often  find  uses  for  this  plant's 
hollow  thorns. 

Twilight  Bloom 

This  plant,  also  known  as  the  purple  blossom  plant.  Is  a  tall, 
thick-stalked  plant  which  strongly  resembles  a  palm  tree.  U 
has  a  scaled,  branchless  brown  trunk  topped  by  drooping, 


fem-like  green  foliage.  Scattered  among  the  foliage  are  several 
cup-like  purple  flowers  with  silvery  stamens.  The  flowers 
point  towards  the  sun  when  it  is  out,  and  close  up  completely 
at  night.  Around  the  base  of  the  plant  are  its  roots,  which 
resemble  a  fine,  mossy  mat. 

The  twilight  bloom  gives  off  a  very  pleasant  scent.  The 
vibrations  of  any  creature  passing  beneath  it  causes  the  plant 
to  droop  one  of  its  blossoms,  dropping  a  small  amount  of 
syrupy  poison  from  the  flower.  A  successful  attack  roll  indi¬ 
cates  the  poison  has  landed  on  the  victim,  w  ho  must  make  a 
successful  saving  throw  vs.  poison  or  die  instantly.  Decompos¬ 
ing  prey  feeds  the  twilight  bloom's  root  network 

The  twilight  bloom  reproduces  like  other  plants.  Insects  are 
immune  to  its  poison,  but  are  attracted  by  its  scent.  If  the  poi¬ 
son  is  harvested  safety*  it  remains  potent  for  a  full  day. 

Boring  Grass 

This  grass  has  corkscrew  blades  that  aggressively  dig  into  any 
material  that  comes  into  contact  with  it.  Magical  protections, 
leather  soles,  and  thick  doth  delay  the  grass's  attack  for  one 
round  as  the  grass  moves  through  the  protection;  however,  the 
grass  cannot  bore  through  metal.  Penetrated  materials  do  not 
count  as  protection,  so  a  human  in  leather  armor  would  have 
an  effective  Armor  Class  of  10  the  second  round  of  contact. 
Once  the  grass  hits  exposed  flesh  it  burrows  In,  inflicting  5d4 
points  of  damage  each  round  it  remains  in  contact  Further,  the 
creature  must  save  vs.  poison  or  be  paralyzed  by  secretions 
from  the  grass.  Those  making  a  successful  saving  throw  are 
slowed  to  half  their  normal  movement  rate;  this  effect  lasts  for 
ld4  days  or  until  a  neutralize  poison  spell  is  used  to  counter  it. 
A  victim  can  pull  free  of  the  grass  with  a  successful  Strength 
roll,  but  will  take  2d 4  points  of  damage. 

Boring  grass  can  be  effectively  damaged  only  by  fire  or  by 
careful  digging  and  removal  from  the  sod. 


95 


Plant,  Dangerous — Firethorn 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Grasslands,  saltwater  swamps 

Rare 

Cluster 

Any 

Nutrients 
Non-  (0) 

Nil 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACG: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK; 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


20-200 

8 

0 

6 

15 

idlO 

ld2  +  special 
Poison,  fire 

Confusion,  immune  to  fire 
Nil 

M  (4'  radius) 

Average  (S— 10) 

1400 


The  firethorn,  or  sea  rose ,  is  a  rare  plant  that  only  grows  along 
tropical  or  subtropical  sea  coasts,  The  only  place* it  is  known  to 
grow  in  abundance  is  on  several  isolated  tropical  islands, 
Firethoms  can  be  found  scattered  in  coastal  seasonal  grasslands 
but  more  commonly  spread  in  clusters  to  form  dense,  matted 
carpets  in  tropical  saltwater  swamplands,  Resembling  nothing 
so  much  as  squat,  broad  rose  bushes,  firethoms  produce  about 
twenty  brilliant  scarlet  blooms  per  plant  Each  bloom  has  its 
attendant  thorns  (from  1  to  10  of  them)  There  are  no  thorns  on 
the  main  branches  of  the  bush,  nor  are  there  any  on  the  flower 
stems  except  near  the  bloom.  Sea  roses  have  a  distinctive,  heady 
perfume  that  is  noticeable  several  hundred  feet  away 

Combat  The  scent  the  plant  exudes  is  a  powerful  defense.  Any¬ 
one  approaching  within  ten  feet  must  make  a  saving  throw  vs, 
poison  or  be  affected  Those  affected  act  as  if  under  a  confusion 
spell  for  2d4  rounds.  This  may  bring  them  into  contact  with  the 
plant  by  accident,  thus  setting  in  motion  its  thorn  attacks.  When 
traveling  through  an  area  which  has  several  plants,  only  one 
saving  throw  per  half-hour  spent  in  the  terrain  is  needed.  Sub¬ 
sequent  saving  throws  in  the  same  area  are  at  a  cumulative  +1 
bonus,  as  those  affected  build  up  a  short-term  resistance. 

Though  not  intelligent,  sea  roses  have  effective  modes  of 
self-defense.  Anyone  plucking  one  of  the  blooms  or  brushing 
against  one  is  subject  to  attack  by  one  to  ten  thorns  that  spring 
out  at  the  offending  creature,  doing  ld2  points  damage  each. 
Two  saving  throws  must  then  be  made,  A  saving  throw'  vs. 
paraly2atkm  determines  whether  the  thorns  will  inflict  ld3 
points  of  fire  damage  per  thorn  (magic  which  protects  against 
fire  negates  this  damage).  The  second  saving  throw*  is  made  to 
resist  the  sea  rose's  extremely  virulent  poison:  failure  means 
immediate  death,  while  success  reduces  the  injury  to  20  points 
of  damage  Only  one  save  vs,  poison  and  one  save  vs.  par a- 
iyzahon  are  required,  even  if  multiple  thorns  hit. 

Sea  roses  trap  and  hold  heat  from  the  sun  and  are  immune 
to  both  normal  and  magical  fire. 


Habitat/Society:  It  is  unknown  whether  the  sea  rose  is  a  natu¬ 
rally  occurring  plant  or  the  result  of  some  botanically  inclined 
wizard's  experiment.  Sometimes  confused  with  the  legendary 
roses  of  forgetfulness  because  of  their  confusion  properties, 
firethoms  are  actually  more  like  weeds  than  garden  flowers. 
They  resist  being  transplanted  and  cultivated,  though  they 
self- pollinate  and  spread  over  large  areas  when  conditions  are 
right. 

Perhaps  thdr  most  intriguing  quality  is  the  glow  they  emit 
at  night.  Storing  heat  from  the  sun,  the  blossoms  of  the  plant 
glow  like  banked  embers  in  the  dark.  The  heat  given  off  from  a 
single  firethorn  bush  is  about  equal  to  that  of  a  small  lantern, 
Several  bushes  together  emit  about  as  much  heat  as  a  bonfire. 
They  only  radiate  heat  at  night,  with  the  excess  warmth  being 
stored  in  their  thorns  until  evening,  leading  some  people  to 
speculate  that  this  heat  exchange  is  somehow  necessary  to 
their  grow  th  and  propagation.  Firethoms  respond  normally  to 
druid  leal  spells  which  relate  to  plants. 

Ecology:  Aside  from  their  role  in  anchoring  soil  in  salt  swamp¬ 
lands,  firethoms  can  be  harvested  (carefully)  for  several  prod¬ 
ucts.  Chief  among  these  is  live  beautiful  scarlet  dye  which  can  be 
made  from  the  blossoms.  This  is  easily  mixed  with  other  ingredi¬ 
ents  to  produce  an  array  of  colors  from  pale  pink  to  deepest 
crimson.  The  blossoms  also  produce  an  attar  which  can  be  used 
in  making  a  heady  perfume  or,  when  correctly  rendered,  as  an 
Ingredient  for  a  potion  of  dreaming.  The  thorns  from  an  entire 
bush  provide  1  to  b  doses  of  type  E  poison,  but  the  toxin  breaks 
down  into  a  harmless  substance  after  about  a  week. 


96 


Pleistocene  Animal 


CLI  M  ATE/TERRAIN : 
FREQUENCY; 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Axe. 

Plains 

Unc 

Rock 

Day 

Cam* 

Animal 

Nil 

Neutral 

BaL 

Plains 

Rare 

Solitary 

Day 

Herb. 

Semi- 

Nil 

Neutral 

l.Deer 

Forest 

Rare 

Herd 

Day 

Herb* 

Animal 

Nil 

Neutral 

Meg. 

Forest 

Unc. 

Solitary 

Any 

Herb, 

Animal 

Nil 

Neutral 

Fhor. 

Plains 

Unc. 

Flock 

Day 

Cam. 

Animal 

Nil 

Neutral 

W*  Rhino 

Plains 

Common 

Herd 

Day 

Herb, 

Animal 

Nil 

Neutral 

Titnthr* 

Plains 

Unc* 

Herd 

Day 

Herb, 

Animal 

Nil 

Neutral 

NO*  APPEARING: 

1-6 

1-3 

1-8 

1—6 

2-12 

1-4 

1-12 

ARMOR  CLASS: 

6 

5 

7 

6 

6 

$ 

6 

MOVEMENT: 

18 

12 

18 

6 

15  (+1  jump) 

12 

12 

HIT  DICE: 

3 

14 

4 

10 

7+7 

10 

12 

THAC0: 

17 

7 

17 

11 

13 

11 

9 

NO*  OF  ATTACKS: 

3 

2 

1(2) 

2 

3 

1 

1 

DAMAGE/ATTACK; 

Id3/ld3/2d4 

5d4/5d4 

2d6  (2d6) 

2d6/2d6 

Id4/ld4/2d6 

2d6 

2d  8 

SPECIAL  ATTACKS: 

Nil 

Nil 

Nil 

Nil 

Jump 

Charge 

Trample 

SPECIAL  DEFENSES: 

Nil 

Nil 

Nil 

Nil 

Nil 

Nil 

Nil 

MAGIC  RESISTANCE: 

Nil 

Nil 

Nil 

Nil 

Nil 

Nil 

Nil 

SIZE: 

L  (7r  tall) 

H  {25') 

1(7') 

H  (20') 

U  (10') 

L(IS') 

H  (16') 

MORALE: 

Unst.  (5-7) 

Ave  (8-10) 

Ave  (8-10) 

Ave  (8-10) 

Ave  (8 — 10) 

Ave  (8-10) 

Ave  (8-10) 

XP  VALUE: 

65 

8,000 

120 

1,400 

650 

1,400 

2,000 

neck,  The  adult  may  weight  up  to  15  tons.  It  has  poor  eyesight 
but  keen  senses  of  hearing  and  smell. 

The  animal  is  very  defensive*  It  tends  to  attack  any  animal  it 
detects  nearby.  The  beast  attacks  by  trampling  a  foe  with  its 
front  feet.  Either  hoof  does  5d4  points  of  crushing  damage, 
Baludtheria  are  normally  solitary  creatures.  If  two  are 
encountered,  they  are  a  mated  pair,  A  third  balucitherium  is 
their  calk  Roll  a  percentile  die  and  multiply  the  result  by  14 
HD  and  15  feet  to  determine  the  calf's  hit  points  and  size. 

If  magically  controlled  or  raised  from  a  calf,  a 
balucitherium  can  be  trained  to  serve  as  a 
beast  of  burden,  Its  immense  size  and 
strength  enable  the  beast  to  carry  up  to 
8,000  pounds. 

The  hide  is  well-suited  for  making 
leather  armor*  An  adult  hide  can  be  worth  50 
to  100  gp. 


Irish  Deer 

This  moose-sized  creature  dwells  in  tem¬ 
perate  dimes,  its  antlers  spread  to  a 
width  of  10  feet,  and  it  can  actually  gore 
two  opponents  within  this  span  if  they  are 
directly  before  the  creature,  Irish  deer  are 
not  generally  aggressive,  but  are  very  dan¬ 
gerous  during  rutting  season. 


Megatherium 

The  megatherium  is  a  giant 
ground-dwelling  sloth  about  the 
size  of  a  grizzly  bear.  An  adult 
may  stand  20  feet  tall  and  weigh 
6,000  pounds*  It  is  covered  in 
long,  russet  hair  The  beast  is 
slow  moving  but  more  pow¬ 
erful  than  mosl  animals 
that  might  otherwise  prey 
on  it.  Because  of  its  slow 
nature,  the  megatherium 
always  strikes  last  in  the  round. 


Axe beak 

Axebeaks  are  flightless,  carnivorous  birds  that  stand  four  feet 
taU  at  the  shoulder.  Axebeak  markings  resemble  those  of  an 
ostrich.  The  immense  head  and  long  neck  are  covered  in  short 
white  feathers.  The  body  is  covered  in  dense  black  feathers 
with  a  white  underbelly  and  tail  The  legs  are  covered 
in  yellow  scales. 

The  axebeak  has  a  loud,  honking  voice  that 
can  be  heard  fora  hall  mile.  During  mating 
time,  the  males  make  a  thrumming  sound 
like  a  bass  violin.  In  combat,  the  bird 
hisses  when  not  biting. 

They  are  fast  runners  and 
aggressive  hunters  that  pursue 
prey  until  fed  or  killed.  They  attack 
by  kicking  (ld3  points  of  damage  per 
claw)  and  biting  (2d4  points). 

Axebeaks  make  crude  nests  of  stones 
atop  rocky  outcroppings.  During  warm 
weather,  there  is  a  25%  chance  that  eggs  or 
chicks  are  nearby.  The  chicks  are 
lO%-80%  grown  with  a  proportionate 
number  of  Hit  Dice.  Immature  axe¬ 
beaks  do  not  initiate  combat,  although  they  can 
defend  themselves  by  biting  for  ld4  points  of  damage* 

Axebeak  eggs  and  hatchlings  are  worth  50  to  80  gp,  They 
can  be  raised  as  guards,  hunters, 
and  mounts.  The  long  plume 
feathers  of  the  wings  and  tail  are 
wrorth  2  gp  each* 


Balucitherium 

The  balucitherium  is  a  prehis¬ 
toric,  hornless  ancestor  of  the  rhi¬ 
noceros.  h  is  a  herbivore  with  a 
thick,  grey -brown  hide.  The  adult 
stands  15  to  18  feet  at  the  shoulder 
and  may  measure  up  to  28  feet  from 
nose  to  rump*  The  four-foot- long 
head  swings  on  a  thick,  six-foot -long 


97 


Pleistocene  Animal 


Despite  its  awesome  appearance,  the  megatherium  is  primar¬ 
ily  a  peaceful  herbivore  grazing  the  wooded  plains, 

Each  forepaw  has  three  foot-long  daws.  These  are  primarily 
used  to  tear  apart  trees  and  shrubs  for  food,  but  they  can  also 
be  used  as  weapons.  The  megatherium  rears  on  its  hind  legs, 
then  attacks  with  swipes  that  cause  2d6  points  of  damage  from 
each  paw. 

The  female  megatherium  gives  birth  to  1  or  2  cubs  every 
other  year.  Cubs  grow  to  maturity  in  four  years  and  are  found 
in  33%  of  all  encounters. 


Phororhacos 

The  phororhacos  is  a  non  flying  bird  with  a  huge  head 
and  powerful  beak.  It  stands  ten  feet  tall 
(six  feet  at  the  shoulder).  It  is  cov¬ 
ered  with  dark  gray  and  brown 
feathers.  An  adult  male  will 
have  a  red  crest  and  a  tuft  of 
brilliant  orange  feathers  on  the 
back  of  its  head.  The  legs  are  light 
gray  with  black  daws. 

The  phororhacos  has  a  deep,  bray¬ 
ing  voice.  The  bird  will  emit  a  fierce 
battle  cry  when  fighting  or  challeng¬ 
ing  another  male  over  territory. 

Phororhacos  gather  in  hunting  and 
breeding  packs.  There  is  a  10%  chance 
for  either  eggs  or  chicks  in  an 
encounter.  The  chicks  have  10%  to  80%  of  full  growth  with  a 
proportionate  number  of  Hit  Dice.  Chicks  do  not  attack  an 
active  foe,  but  they  do  tear  into  a  helpless  victim  in  imitation 
of  the  adults. 

It  is  a  fearless  killer  and  attacks  even  if  it  is  outnumbered.  It 
initiates  an  attack  by  jumping  on  its  victim,  when  it  is  jumping 
to  attack,  its  claws  inflict  double  damage  (2d4/2d4),  Each 
round  thereafter,  the  phororhacos  kicks  and  daws  for  U14 
points  of  damage  per  blow.  It  also  snaps  with  its  beak  for  2d6 
points  of  damage.  If  the  phororhacos  successfully  bites  a  target 
smaller  than  man-sized,  it  picks  up  the  victim  and  shakes  it 
around  before  throwing  it  back  to  the  ground  (ld6  points  of 
failing  damage).  Such  victims  are  unable  to  take  any  action  the 
following  round. 

Phororhacos  eggs  and  hatchlings  are  worth  70  to  100  gp. 
They  can  be  raised  as  guards,  hunters,  and  mounts. 


The  wooly  rhino  has  poor  eyesight  but  keen  senses  of  hear¬ 
ing  and  smell  When  one  detects  an  intruder,  the  wooly  rhino 
charges.  The  horn  inflicts  2db  points  of  damage,  double  if  it 
strikes  while  charging.  Man-sized  or  smaller  targets  are  also 
tossed  10  to  20  feet  by  the  force  of  the  blow.  The  vvooly  rhino 
can  trample  man-sized  or  smaller  victims,  each  foreleg  caus¬ 
ing  2d4  points  of  damage. 

A  wooly  rhino  will  charge  wagons  or  other  vehicles,  think¬ 
ing  them  animals.  Such  charges  deliver  a  crushing  blow  to  the 
vehicle.  An  enraged  wooly  rhino  can  smash  a  wagon  apart 
with  little  effort. 

If  two  or  three  wooty  rhinos  are  encountered,  one  is  a 
female.  Lf  four  are  encountered,  the  last  one  is  a  calf  (30%  to 
60%  of  adult  size).  Adults  gain  +1  bonuses  to  their  attack  rolls 
if  the  calf  is  threatened.  Woolv  rhinos  rarely  abandon  a  cap¬ 
tured  or  injured  mate  or  offspring. 

An  adult  hide  is  worth  20  to  30  gp;  the  thick  skin  is  well 
suited  for  making  armor.  The  horn  is  worth  10  to  20  gp  to 
alchemists  who  use  it  in  counterfeit  healing  potions. 


Titanothere 

The  titano there,  also  known  as  the  brontotfmhtrn,  Is  a  rhino¬ 
like  animal.  The  adult  measures  eight  feet  at  the  shoulder  and 
16  from  nose  to  rump  and  weighs  up  to  8,000  pounds. 

Ft  is  a  huge  and  fearless  herbivore  armed  with  a  yoke¬ 
shaped  horn  on  its  nose.  The  horn  can  be  used  to  ram 
an  opponent  for  2d8  points  of  damage.  Oppo¬ 
nents  of  man-sized  or  smaller  are  also  tossed 
up  to  20  feet  in  the  air  by  the  force  of  the 
blow.  It  can  trample  man-sized  or 
smaller  victims  with  its  fore¬ 
legs,  inflicting  2d4  points  of 
damage  with  each  foot, 

If  any  creature  threatens  the 
herd,  the  bulls  charge.  Tf  the 
charge  strikes  home,  horn  and 
trample  damage  is  doubled. 

If  more  than  six  tltanotheres  are  dKStt 

encountered,  there  are  ld4  calves.  The 
calves  are  10%  to  80%  grown.  They  do  not  attack,  tf 
threatened,  they  head  fur  their  mothers  and  try  to  hide  under¬ 
neath  or  behind  them. 

The  titanothere's  hide  is  worth  20  to  70  gp.  It  is  extremely 
thick  and  well-suited  for  making  leather  armor,  especially  for 
larger  humanoids  or  other  armor-wealing  beings. 

Other  Pleistocene  Animals 

Creatures  from  this  time  period  detailed  elsewhere  include  the 
cave  frenr  (Bear),  giant  boar  (Mammal,  Giant)  spatted 
lion/smifodoti  (Cats,  Great),  mtumnath/mastodem  (Elephant),  tfibo- 
riginefenvemert  (Human),  and  dire  wolf  (Wolf), 


Rhino,  Wooly 

The  wooly  rhinoceros  is  simi¬ 
lar  to  the  modern  rhino 
except  that  it  is  covered  by  a 
shaggy,  russet  coat  and 
roams  cold,  temperate, 
and  subarctic  regions.  It  is 
an  aggressive,  belligerent 
herbivore  that  is  very 
defensive  about  its  territory, 


98 


Pudding,  Subterranean 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Stone 

Subterranean 

Rare 

Solitary 

Any 

Any 

Low  (5) 

Nil 

Neutral  evil 


Gray 

Subterranean 

Uncommon 

Solitary 

Any 

Any 

Low  (5) 

Nil 

Neutral  evil 


Dense 

Subterranean 

Rare 

Solitary 

Any 

Any 

Average  (8-10) 
Nil 

Neutral  evil 


NO*  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


lfl-3) 

4 
3 

5 
15 
1 

3d6 

Moves  on  ceilings 
See  below 
30% 

L-H  (8(FM)  diam.) 
Steady  (11) 

1,400  ' 


1 

9 

9 

10 
II 
1 

4d8 

Surprise,  add 
See  below 
20% 

L-H  (8(FM)  diarrt) 
Steady  (11) 

3,000 


I  (M) 

6 

6 

10 

II 
I 

2dl0 

Surprise*  disease 

See  below 

20% 

L-H  (8(FM)  diam) 
Champion  (15) 
4,000 


Subterranean  puddings  are  viscous,  slimy  creatures  that 
resemble  massive  lumps  more  than  living  things.  A  subter¬ 
ranean  pudding  is,  in  fact,  a  colony  of  hundreds  of  living 
organisms  in  a  single  pudding.  They  have  no  visible  eyes, 
ears,  or  mouths;  the  colony  creature's  sensory  organs  are 
located  on  its  underside.  Subterranean  puddings  range  from 
gray  to  deep  blue  in  color  and  are  usually  8  feet  in  diameter; 
larger  masses  indicate  multiple  puddings,  though  no  more 
than  four  puddings  are  found  in  any  one  mass.  They  always 
search  for  food,  moving  along  floors,  ceilings,  and  w  alls  to 
find  prey. 

Sages  believe  all  subterranean  puddings  are  magically 
altered  black  puddings.  Indeed,  the  two  monsters  share  some 
standard  characteristics.  Subterranean  puddings  take  no  dam¬ 
age  from  edged  w  eapons;  blunt  weapons  cause  one-quarter 
normal  damage,  regardless  of  any  magical  bonuses.  Such  pud¬ 
dings  are  immune  to  acid,  cold,  and  poison  attacks.  Unlike 
other  puddings,  they  do  not  divide  when  Racked,  Rather, 
they  divide  into  two  half-sized  sections,  each  with  full  hit 
points,  when  any  of  the  following  spells  are  cast  at  theiru/m*- 
ball,  lightning  bolt ,  flantestrike,  flaming  sphere,  mil  of  fire,  chain 
lightning,  and  incendiary  cloud. 

Stone  Pudding 

Though  malleable,  this  pudding  appears  rather  solid  and  very 
sluggish.  It  is  a  thick  lump  that  oozes  slowly  along  any  sur¬ 
face,  preferring  tt>  hide  on  ceilings  (from  whence  it  can  drop 
onto  its  food).  It  ranges  in  color  from  light  gray  to  dark  gray — 
the  darker  the  color,  the  more  recently  rt  has  fed.  A  stone  pud¬ 
ding's  secretions  are  poisonous,  and  each  attack  causes  3d6 
points  of  damage.  When  a  pudding  kills  a  victim,  it  rests  upon 
the  dead  creature  until  its  body  absorbs  the  flesh.  This  takes 
1—10  rounds.  Stone  puddings  cannot  eat  metal,  wood,  leather, 
and  other  such  objects,  which  are  left  behind  after  they  con¬ 
sume  their  victims. 

These  puddings,  their  remains,  and  their  surface  secretions 
can  be  prepared  as  poisons  and  used  as  ingredients  in  oil  of 
add  resistance. 


Gray  Pudding 

Often  mistaken  for  a  stone  pudding  at  a  distance,  this  is  per¬ 
haps  the  deadliest  of  the  subterranean  puddings.  Gray  pud¬ 
ding  uses  its  deep  gray  coloration  to  blend  in  with  shadows 
and  the  natural  gray  hue  of  stone.  This  gives  its  opponents  a 
-4  surprise  roll  penalty.  More  corrosive  than  black  pudding, 
the  gray  variety  emits  a  powerful  acid,  delivering  4dS  points 
of  damage.  This  acid  eats  through  wood,  leather,  and  chain 
mail  in  1  round,  and  plate  mail  in  2.  Each  magical  plus  of  an 
enchanted  item  adds  1  round  to  its  survival  time.  In  addition, 
the  creature  automatically  delivers  4d8  points  of  damage  each 
round  it  is  encasing  a  victim.  A  creature  reaching  -10  hit 
points  is  dissolved,  with  not  even  a  scrap  of  bone  left  behind. 

Gray  puddings  are  unusually  susceptible  to  certain  spells, 
provided  those  enchantments  get  past  its  magic  resistance. 
These  spells  include  flesh  to  stone,  which  acts  as  a  stoifl  spell  on 
the  pudding,  and  airy  water,  which  alters  the  pudding's  form 
enough  to  drown  it  in  its  own  fluid  mass  in  2d4  rounds. 

Dense  Pudding 

This  variety  of  subterranean  pudding  has  10  Hit  Dice  and  is 
always  found  at  its  maximum  hit  point  total  (80  hp).  Slower 
than  gray  pudding,  the  dense  variety  has  learned  from  its  "rel¬ 
atives”  to  cling  to  the  shadows  and  use  surprise  to  its  advan¬ 
tage  by  dropping  on  potential  meals.  Targets  suffer  a  -2  to 
their  surprise  rolls.  Dense  pudding  is  easy  to  spot  in  the  open 
because  of  its  dark  blue  coloration  and  large  size. 

The  secretions  of  a  dense  pudding  are  corrosive  only  to  liv¬ 
ing  flesh  and  cause  2d  10  hit  points  of  damage.  In  addition,  the 
secretions  are  tainted.  All  those  wrho  are  damaged  by  a  dense 
pudding  must  make  a  successful  saving  throw  vs.  poison  or 
succumb  to  a  debilitating  disease.  Cure  disease  will  negate 
these  effects  if  cast  within  48  hours  of  the  infection. 


99 


Raggamoffyn 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 

DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Tatterdemanimal 

Temperate  urban 

Uncommon 

Hive/colony 

Night 

Carnivore 

Low  (5-7) 

Nil 

Neutral 

Common 
Raggamoffyn 
Temperate  urban 
Uncommon 

Hive/ colony 

Night 

Carnivore 

Average  (8-10) 

Nil  (Qx3) 

Chaotic  neutral 

Gutterspite 

Temperate  urban 

Rare 

Hive  /colony 

Day 

Carnivore 

Very  (11-12) 

Nil  (Qx3) 

Neutral 

Shrapnyl 

Temperate  urban 
Very  rare 

Hive/ colony 

Any 

Carnivore 

High  (13-14) 

Nil  (Qx3) 

Chaotic  evil 

NO.  APPEARING: 

1-6 

1-3 

1-2 

ARMOR  CLASS: 

10 

5 

0 

-5 

MOVEMENT: 

18,  FI  12  (E) 

12,  H8(E) 

6,  FI  6(E) 

6,  FI  4(E) 

HIT  DICE: 

1 

3 

5 

7 

THACO: 

20 

17 

15 

13 

NO.  OF  ATTACKS: 

1 

1 

1 

lor  5 

DAM  AGE/  ATTACK: 

ld2 

ld6 

2d8 

2d  12  or  ld6  (5) 

SPECIAL  ATTACKS: 

Control  host 

Suffocation, 
control  host 

Blinding,  control  host 

Control  host, 
explode 

SPECIAL  DEFENSES: 

Immune  to  blunt 

Immune  to  mind- 

Immune  to  mind- 

Immune  to  mind- 

weapons  and 
mind -affecting  spells 

affecting  spells 

affccting  spells 

affecting  spells 

MAGIC  RESISTANCE: 

Nil 

Nil 

Nil 

Nil 

SIZE: 

S 

M 

M 

L 

MORALE: 

Unsteady  (6) 

Steady  (11) 

Elite  (14) 

Champion  (16) 

XP  VALUE; 

120 

270 

1,400 

3,000 

These  mysterious  creatures  are  sentient  scraps  of  doth, 
leather,  and  metal  of  unknown  origin.  Some  say  that  they  are 
formed  from  the  remnants  of  magical  cloaks,  boots,  and 
weapons,  when  these  are  worn  out  and  discarded.  Others 
claim  that  a  Rag  Mage  is  creating  these  animated  creatures 
using  a  cursed  manual  of  golems, 

Raggamoffyns  speak  no  known  language,  though  they 
understand  spoken  common  well  enough. 

Combat:  Raggamoffyns  all  prefer  to  fight  by  possessing  a  host. 
They  do  this  by  physically  wrapping  up  the  victim,  wrapping 
themselves  around  their  target  like  doth  around  a  mummy.  To 
enfold  a  victim,  the  raggamoffyn  must  make  a  successful  attack 
roil  against  the  target's  Armor  Class  counting  only  Dexterity 
and  magical  bonuses,  no  armor  or  shield  bonuses.  If  they  suc¬ 
ceed.  a  raggamoffyn 's  cloud  of  scraps  and  tatters  flows  around 
the  target  and  covers  the  victim  in  a  skin-tight  sheath  from 
head  to  toe,  including  covering  the  eyes  and  ears.  Most  ragg¬ 
amoffyns  also  create  a  sort  of  hood  or  cowl  over  their  host's 
head,  to  make  it  appear  as  if  the  host  is  simply  bundled  up. 

Once  they've  covered  the  host,  raggamoffyns  can  force  the 
host  body  to  do  their  collective  bidding.  Even  when  captured, 
intelligent  creatures  can  throw  off  the  effects  by  force  of  will; 
when  enwrapped  by  a  raggamoffyn,  characters  need  a  success¬ 
ful  saving  throw  vs.  spell  to  resist  the  raggamoffyn's  control. 
Successful  saves  usually  cause  most  (but  not  all;  see  below) 
raggamoffyns  to  fly  to  another  host  H  failed,  the  character  is 
under  their  control,  but  can  make  another  saving  throw  at  the 
start  of  each  turn  to  break  tree,  (Each  Intelligence  point  above  15 
subtracts  one  round  from  the  time,  allowing  smarter  characters 
to  save  more  quickly.)  The  saving  throws  are  made  as  normal 
against  tatterdemanimals  and  common  raggamoffyns,  but  are 
at  -2  against  gutterspites  and  -4  against  a  shrapnyl's  control. 

When  removed  from  or  rejected  by  their  host,  raggamoffyns 
can  fly  (poorly),  like  a  swarm  of  scraps  caught  in  a  breeze.  They 
can  slip  through  small  openings,  such  as  beneath  a  door  or 


through  a  portcullis,  just  by  splitting  into  their  component  parts. 

Habitat/Society;  Raggamoffyns  are  currently  found  in 
dungeons,  but  are  rumored  to  be  popping  up  in  urban  settings 
as  well,  where  they  hide  as  cloaks  and  capes  and  piles  of  rags 
{the  shrapnyl  have  only  been  seen  in  deep  underground).  They 
seem  driven  to  create  more  of  their  own  kind,  but  they  must  use 


100 


Raggamoffyn 


others  to  do  so,  forcing  their  hosts  to  destroy  enchanted  clothing 
and  perform  a  quick,  silent  rite  that  somehow  creates  another 
raggamoffyn.  Whether  or  not  the  raggamoffyns  serve  the  mage 
who  may  have  created  them  is  an  open  question;  some  say  that 
their  drive  to  create  more  of  their  kind  is  only  a  preparation  for 
a  silent  conquest  of  ci  vilized  communities. 

Ecology:  In  bright  light,  raggamoffyns  are  sometimes  con¬ 
fused  with  mummies  or  adherers  and  slain  (along  with  their 
unfortunate  hosts),  but  in  most  cases  thev  can  pass  as  human 
in  poor  light,  Some  say  that  the  raggamoffyns  are  the  nonliv¬ 
ing  variants  of  a  race  of  steel  shadows  that  they  serve,  metal- 
animating  creatures  that  dwell  underground.  Others  suggest 
that  the  Rag  Mage  is  an  illusionist  who  dabbles  in  transmuta¬ 
tion  magics,  creating  the  illusion  of  life  in  unliving  doth. 

Raggamoffyns  almost  never  harm  their  hosts  directly.  How¬ 
ever,  they  do  force  their  hosts  to  kill,  to  steal,  or  cause  mischief 
(like  the  destruction  of  valuable  magical  Items).  Unfortunately, 
the  hosts  are  always  left  to  face  the  consequences  (having  been 
freed  by  the  raggamoffyn)  when  things  go  wrong.  Because  their 
actions  are  planned  and  directed  to  a  definite  goal,  some  sages 
believe  that  raggamoffyns  serve  the  ends  of  their  creators. 

Oddly,  raggamoffyns  (other  than  gutterspites)  do  not  cap¬ 
ture  and  control  gnomes  or  duergar;  their  very  natures  could 
make  them  immune,  or  it  could  be  a  simple  whim  of  the  cre¬ 
ator,  but  these  creatures  never  attack  these  small  races. 

Tatterdemani  mats 

This  lesser  form  of  raggamoffyn  is  the  least  dangerous,  made 
of  small,  dirty,  and  tattered  scraps  of  doth  and  able  to  wrap 
itself  around  creatures  of  size  T  or  S.  A  tatterdem animal  can¬ 
not  control  a  host  with  more  than  3  Hit  Dice  or  a  4  Intelligence; 
its  usual  victims  are  rats,  dogs,  cats,  birds,  and  pigs. 

Tatterdemani  mals  often  gather  in  small  groups  and  control 
a  group  of  similar  animals,  such  as  a  pack  of  dogs  or  a  flock  of 
pigeons.  Oddly,  they  can  fly,  although  they  cannot  control  the 
host  accurately  enough  to  imitate  a  bird's  dapping  wings. 

Tatterdemanimals  suffer  double  damage  from  fire,  but  are 
immune  to  damage  from  blunt  weapons. 

Gutterspite 

The  gutterspite  is  a  raie  form  of  raggamoffyn,  barely  large  enough 
to  control  creatures  of  up  to  dwarf-size  (size  S),  but  not  quite  large 
enough  to  engulf  elves  or  humans.  The  host  size  is  less  important 
to  gutterspites,  as  they  almost  always  choose  to  stay  with  the  host 
they  bond  with  at  birth.  The  gutterspites  axe  the  only  form  of 
raggamoffyn  to  cooperate  with  their  hosts,  rather  than  simply 
dominating  them  (though  they  can  if  the  host  doesn’t  cooperate 
with  them).  Some  even  claim  that  the  Rag  Mage  himself  is  simply 
the  powerful  leader  of  the  gutterspite  race. 

Compared  to  other  raggamoffyns  and  their  whirling  scraps  of 
wind  and  fury,  the  gutterspites  are  awkward,  shambling  masses, 
made  of  ropes,  string,  leather  straps,  and  strips  of  unraveling 
doth  holding  together  a  small  mass  of  gems,  glass,  and  gli  tter. 
They  can  control  creatures  of  up  to  10  Intelligence  and  as  much  as 
4  levels  or  Hit  Dice  A  gutterspite's  preferred  hosts  are  small, 
often  halflings,  dwarves,  and  gnomes.  Gutterspites  are  the  only 
raggamoffyns  that  can  control  gnomes  and  duergar. 

Once  a  day,  a  gutterspite  can  create  a  sparkling  burst  of  light 
that  shines  from  its  glitter  and  glass,  blinding  all  opponents  in 
a  20-foot  radius  who  fail  a  saving  throw'  vs,  paralyzation.  This 
blindness  lasts  for  1-4  rounds,  giving  the  gutterspite  and  its 
host  enough  time  to  flee  or  attack.  Blinded  opponents  gain  no 
Dexterity  bonus  to  their  Armor  Class,  and  the  gutterspite 


gains  an  additional  +2  bonus  to  attack  rolls  against  blinded 
foes,  Gutterspites  are  unaffected  by  color  spray,  darkness,  light , 
rainbow,  and  continual  light  spells. 

Common  Raggamoffyn 

Usually  just  called  raggamoffyns,  these  bits  of  leather  cloaks, 
gloves,  and  armor  are  the  most  common  (and  most  danger¬ 
ous)  raggamoffyn  in  urban  areas.  They  thrive  in  rubbish 
heaps,  alleys,  and  mortuaries,  where  they  often  include  bits  of 
burial  shrouds.  Common  raggamoffyns  can  control  size  S  or 
M  creatures  of  up  to  15  Intelligence  and  as  much  as  6  levels  or 
Hit  Dice. 

Common  raggamoffyns  gather  in  roving  packs  on  some 
nights,  often  controlling  the  actions  of  thieves,  watchmen,  book¬ 
keepers,  or  other  night  owls  in  the  city.  In  rare  cases,  they  asphyx¬ 
ia  te  hosts  who  escape  their  control  and  might  give  away  their 
presence  to  others — the  only  active  attack  raggamoffyns  use 
against  their  own  hosts.  These  strangling  attacks  are  automatic 
once  the  raggamoffyn  scores  a  single  successful  attack  against  the 
victim's  head  (Armor  Class  10  without  a  full  face  helmet,  AC2 
with  a  great  helm,  Dexterity  bonuses  and  magical  rings  and  brac¬ 
ers  apply).  After  the  raggamoffyn  plugs  up  the  nose  and  mouth 
of  the  victim  and  begins  to  squeeze  the  throat,  the  victim  must 
make  a  Constitution  check  each  round  until  either  the  ragg¬ 
amoffyn  or  the  victim  is  slain.  (Spell  attacks  affect  both,  but  can 
sen  e  to  remove  the  rags  from  the  host.)  The  first  check  is  normal, 
but  thereafter  each  additional  check  adds  another  -2  penalty.  If 
the  check  fails,  the  victim  dies  of  suffocation. 

Shrapnyl 

These  powerful  creatures  are  made  of  dozens  or  even  hundreds 
of  shards  of  metal  of  all  varieties  and  colors,  including  bits  of 
iron,  brass,  tin,  and  copper,  The  shrapnyl  consist  of  good-sized 
bits  of  metal:  entire  horseshoes,  swords,  shields,  lanterns,  pans, 
knives,  and  tableware.  They  can  control  hosts  up  to  size  T  with 
an  18  Intelligence  and  up  to  9  HD  or  levels.  Their  preferred  vic¬ 
tims  are  ogres,  mages,  or  (best  of  all)  ogre  mages.  When  they 
seek  to  disguise  themselves,  shrapnyl  raggamoffyns  arrange 
their  metal  shards  to  resemble  splint  mail  armor. 

One  of  the  benefits  of  this  parasite  is  that  the  shrapnyl  actu¬ 
ally  acts  as  armor,  taking  damage  that  might  normally  affect 
its  host  (spell  effects  affect  both,  except  as  listed  below)).  If 
they  are  exposed  to  acids,  those  particular  pieces  of  metal  flip 
over  and  expose  the  host  to  the  acid  damage  as  well,  dividing 
the  damage  of  the  add  between  them  (host  and  shrapnyl  each 
take  half  damage), 

Once  per  day,  a  shrapnyl  can  explode  into  a  cloud  of  steel, 
inflicting  4d1 0  points  of  damage  on  any  creature  within  10  feet, 
half  upon  those  that  make  a  successful  saving  throw  vs.  breath 
weapon.  The  shrapnyl's  host  is  unaffected  by  the  explosion, 
but  thereafter  the  shrapnyl  can  no  longer  control  its  host.  The 
monster  must  rest  and  retreat  before  finding  a  new  host,  so  it 
uses  the  exploding  cloud  of  steel  only  in  extreme  situations. 

Older  shrapnyl  sometimes  include  large  chunks  of  gold,  sil¬ 
ver,  or  platinum  among  their  scraps,  and  use  them  to  lure 
potential  hosts  near.  They  may  lie  still  for  hours  at  a  time,  then 
suddenly  rise  up  out  of  a  chest  or  a  pile  of  coins  and  surround 
a  host.  When  in  its  loose  metal  form,  without  a  host,  a  shrap¬ 
nyl  can  attack  five  times  a  round. 

Shrapnyl  are  vulnerable  to  crystal  brittle,  shatter*  and  heat 
metal  spells.  Shatter  causes  3d6  points  of  damage  to  a  shrapnyl, 
crystalhrittle  affects  it  without  the  benefit  of  a  saving  throw, 
and  heat  metal  causes  full  normal  damage  to  a  shrapnyl. 


101 


Snake,  Serpent 


CLIMATE/TERRAIN: 

FREQUENCY: 
ORGANIZATION; 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Herald 

Tropical 

forest 

Rare 

Solitary 

Any 

Carnivore 

Very  (11-12) 
NU 

Neutral  good 

Teak 

Tropical 

forest 

Rare 

Solitary 

Any 

Carnivore 
Animal  (1) 

Nil  (B,  Q-ID,  $,  T) 
Neutral 

NO,  APPEARING: 

1 

1-2 

ARMOR  CLASS: 

5 

3 

MOVEMENT; 

24,0  18 

%  Cl  6 

HIT  DICE: 

4+4 

8+8 

THACO: 

15 

11 

NO*  OF  ATTACKS: 

2 

2 

DAMAGE/ ATTACK: 

Id4/ld4 

Id6/2d6 

SPECIAL  ATTACKS: 

Poison 

Constriction 

surprise 

SPECIAL  DEFENSES: 

See  below 

Camouflage 

MAGIC  RESISTANCE: 

Nil 

Nil 

SIZE: 

M  (71  long) 

H  {30*  long) 

MORALE: 

Average  (8) 

Average  (10) 

XP  VALUE; 

1,400 

3,tX)D 

Two  rare  varieties  of  serpents,  the  herald  serpent  and  the  teak 
serpent,  can  be  found  in  teeming  tropical  jungles,  often  in  the 
company  of  other  intelligent  reptilian  creatures. 

Herald  Serpent 

The  herald  is  a  lightning-swift  reptile  with  sapphire  or  emer¬ 
ald  colored  eyes,  and  a  body  marked  with  black  and  gold 
bands.  Heralds  are  the  enchanted  messengers  of  serpent  lords. 
Like  their  masters,  heralds  are  adept  linguists  and  conversation¬ 
alists,  able  to  speak  at  least  six  languages  fluently,  including 
common. 

Combat:  Herald  serpents  are  more  likely  to  talk  their  way  out 
of  a  confrontation  than  attack,  using  their  silver  tongues  to 
flatter  an  opponent  while  planning  an  escape  route.  A  herald 
serpent  can  cast  the  following  spells,  once/day,  at  the  4th  level 
of  ability:  friends,  hypnotism,  comprehend  languages,  hypnotic  pat¬ 
tern,  and  invisibility. 

If  negotiation  fails  and  escape  is  impossible,  the  herald  can 
physically  attack  with  its  lightning-swift  bite,  striking  twice 
per  round  for  Id4  points  of  damage.  The  bite  automatically 
delivers  a  potent  toxin,  with  an  onset  time  of  only  1-3  rounds 
(saving  throw  vs,  poison  negates).  Victims  of  the  poison  suffer 
complete  amnesia,  forgetting  their  own  identities,  abilities, 
even  memorized  spells  for  2-8  hours. 

Habitat/Society:  Herald  serpents  are  the  enchanted  messen¬ 
gers  of  serpent  lords,  who  imbue  their  servants  with  magical 
gifts  so  they  can  deliver  important  notices  or  act  as  envoys  on 
their  lord's  behalf.  Before  their  enchantment,  heralds  are  a  col¬ 
orful  variety  of  poisonous  jungle  snake,  Heralds  serve  their 
lord  willingly  and  are  usually  returned  to  their  normal  state 
after  completing  the  mission  for  which  they  were  enchanted-  A 
dispel  magic,  successful  against  I  ht  tv  level  magic,  will  transform 
a  herald  back  into  a  giant  poisonous  snake  with  lethal  poison. 

Ecology:  As  an  enchanted  creature,  herald  sgrpents  have  no 
niche  in  the  ecology  of  the  world,  though  like  any  snake,  they 


must  eat  live  prey  (birds  and  small  animals,  mostly)  to  survive. 

Teak  Serpent 

Teak  serpents  are  a  variety  of  huge  constrictor  snakes  inhab¬ 
iting  teak  and  iron  wood  forests.  Adults  often  reach  lengths 
exceeding  30  feet. 

Combat:  These  reptiles  resemble  branches  of  the  hardwood 
trees  they  inhabit,  giving  opponents  a  -2  penalty  on  surprise 
and  the  serpent  a  superior  Armor  Class  (AC  3), 

Teak  serpents  wait  patiently  in  the  upper  canopy  of  trees  for 
an  unsuspecting  victim  to  pass  underneath,  attacking  from 
above  with  a  combination  bite  and  constriction  attack.  The 
bite  inflicts  1  d6  points  of  damage;  if  a  constriction  attack  is 
successful,  the  serpent  squeezes  each  round  thereafter  for  2d6 
points  of  damage.  The  coils  of  a  teak  serpent  are  stronger  than 
ironwood,  requiring  the  combined  efforts  of  80  points  of 
Strength  to  release  a  trapped  victim.  With  their  prodigious 
length,  one  of  these  serpents  can  constrict  up  to  three  man- 
sized  creatures  simultaneously. 

Habitat/Society:  Because  of  their  ferocity  and  immense  size, 
teak  serpents  are  feared  in  the  jungles  they  inhabit.  Teak  ser¬ 
pents  usually  subsist  on  a  diet  of  large  animals  (preferring 
baby  elephants,  when  they  are  available),  but  they  will  attack 
a  small  group  of  man-sized  creatures  without  hesitation.  They 
often  sleep  for  up  to  a  week  after  feeding. 

Ecology:  The  scales  of  a  teak  serpent,  if  used  while  casting 
barkskin.  provide  a  +2  bonus  to  Armor  Class  for  the  duration 
of  the  spell.  Teak  serpents  are  sometimes  captured  by  power¬ 
ful  spelkasters  and  bound  into  magical  staves. 


Snake,  Serpent  Vine 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Subterranean  forest 

Uncommon 

Solitary 

Any 

Carnivorous 
Average  (8—10) 

Nil 

Neutral  (evil) 


NO-  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO*  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

4 

15 

10 

11 

1 

ldl2 

Constriction,  spells 

Camouflage 

Nil 

H  (40*  long) 

Elite  (13-14) 

2,000 


Serpent  vines  are  a  magical  cross  between  a  giant  constrictor 
snake  and  a  plant.  They  live  in  the  vast  subterranean  forests- 
These  creatures  looks  like  vines,  and  only  can  be  distinguished 
as  living  animals  25%  of  the  time  by  those  who  have  seen 
them  before  and  are  specifically  looking  for  the  snakes.  Those 
unfamiliar  with  theses  snakes  have  only  a  5%  chance  to  detect 
anything  other  than  an  actual  vine. 

The  long,  thin  body  of  a  serpent  vine  is  covered  with  heart- 
shaped  green  leaves  and  smaller  vines  that  curve  around  the 
entire  length  of  the  snake.  The  leaves  actually  aid  in  the  crea¬ 
ture's  movement,  acting  like  small  feet  that  help  propel  the 
snake  quickly  through  the  underbrush,  Ail  serpent  vines  are 
green  and  are  able  to  adjust  the  shading  of  their  bodies  to 
match  that  of  the  trees  they  hang  from  or  foliage  they  lie 
among.  Serpent  vines  are  very  rarely  encountered  on  bare 
ground,  and  only  then  when  the  snakes  are  passing  over  it. 
The  serpents  ding  to  the  green  foliage  of  the  underground 
forests  for  protection-  The  snakes  are  most  often  discovered 
hanging  amid  normal  vines  on  tall  trees,  where  they  have  the 
best  vantage  point  to  use  their  spells  on  unsuspecting  prey 


it  moves  on  to  the  held  and  charmed  victims. 

If  a  party  of  individuals  encounter  a  snake,  and  die  snake's 
spells  do  not  effect  any  of  its  intended  targets,  the  snake  uses 
its  camouflage  ability  and  quick  movement  to  disappear  into 
the  undergrowth.  Serpent  vines  are  not  foolish  enough  to 
attack  when  the  odds  arc  against  them.  Further,  the  snakes  will 
not  attack  groups  comprised  solely  of  dark  elves,  which  have 
proven  resislanL  to  its  charms,  However,  the  snakes  have  been 
known  to  attack  up  to  three  individuals  unaffected  by  their 
magic,  constricting  first  and  then  biting  immobilized  foes. 


Combat:  Serpent  vines  will  go  out  of  their  way  to  attack 
humans  and  demi humans  because  the  snakes  consider  these 
creatures  delicacies,  A  serpent  vine's  favorite  combat  tactic  is  to 
hang  from  a  branch  that  overlooks  a  forest  trail  and  to  use  its 
spells  to  lure  in  its  prey  Three  times  a  day  a  serpent  vine  can 
cast  spectral  force.  A  vine  often  uses  this  spell  to  add  luscious- 
looking,  ripe  fruit  to  its  body — especial ly  around  its  mouth. 

Once  a  day,  a  serpent  vine  can  use  the  following  innate  spell 
abilities:  charm  person,  hold  person,  suggestion,  and  mass  sugges¬ 
tion  (up  to  5  creatures)*  It  uses  suggestions  and  charms  to  hint 
that  the  affected  individuals  should  relax,  come  closer,  and 
touch  the  vine.  If  a  serpent  vine  has  dominated  its  victim  or 
victims  by  its  spells,  it  eases  its  body  from  the  tree,  wraps  itself 
about  a  target,  then  bites  and  constricts  in  the  same  round.  A 
constriction  attack  causes  4d4  points  of  damage.  These  attacks 
are  automatically  successful  in  the  first  round  if  the  victim  fell 
for  the  snake's  magic.  However,  the  effects  of  the  spells  are 
negated  after  the  initial  attack* 

The  snakes  are  cunning  and  will  first  attack  creatures  which 
are  under  suggestion  spells.  When  finished  with  those  targets. 


Habitat/Society:  Serpent  vines  are  solitary  creatures  which  do 
not  even  associate  with  others  of  their  kind.  They  live  high  in 
underground  trees,  laying  their  eggs  in  hollowed  sections  of 
thick  branches  or  trunks-  Each  snake  will  lay  ld6  eggs  every 
four  months,  and  will  warm  the  eggs  with  its  body  until  they 
hatch  {usually  three  to  four  weeks).  The  snakes  are  less  active 
during  this  time,  attacking  prey  only  to  eat  and  not  for  enjoy¬ 
ment.  The  baby  serpent  vines  are  roughly  one  foot  long  upon 
hatching,  and  are  quickly  sent  down  the  tree  to  survive  on 
their  own  or  to  fall  prey  to  other  subterranean  carnivores. 

Ecology:  Serpent  vines  are  important  to  the  ecosystems  of  sub¬ 
terranean  forests,  as  they  often  kill  more  than  they  can  eat.  The 
kills  left  behind  serve  as  food  for  lesser  carnivores  and  help 
nourish  the  natural  and  sentient  plant  life.  As  a  natural  part  of 
an  insular  food  chain,  adult  serpent  vines  prey  upon  all  warm¬ 
blooded  creatures  within  the  forest,  but  favor  humans  and  demi- 
humans,  particularly  gnomes  and  hal flings,  which  they  consider 
sweet  flesh.  In  return,  the  serpent  vines  are  often  hunted  by 
rangers  and  druids,  who  view  them  as  a  serious  threat. 


1 03 


Sphinx,  Draco 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Desert,  mountain 
Very  rare 
Solitary 
Day 

Carnivore 
Genius  (17-18) 
Nil  (F) 

Chaotic  evil 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1 

-1 

%  FI  24  (Dp 
11+11 
9 
3 

3d4/3d4/5d4 
Breath  weapon,  spells 
Nil 
Nil 

H  (9'  tail  at  the  shoulder) 
Fanatic  (17-18) 

12,000 


The  highly  magical  dracosphinx  is  native  to  the  desert  high¬ 
lands,  where  it  competes  with  the  more  numerous  hiera* 
cosphinx  for  territory,  This  fierce,  slv  predator  scours  the 
wilderness  for  prey,  be  it  small  game  or  humans.  The  dra¬ 
cosphinx  has  a  lion's  body,  a  red  dragon's  head  and  foreparts, 
and  a  mane  of  colorful  feathers.  Its  long  forepaws  have  sharp 
dragon  claws* 

The  dracosphinx  speaks  common  and  the  language  of  red 
dragons,  to  whom  it  is  distantly  related. 

Combat:  Dracosphmxes  are  excellent  wizards,  specializing  in 
illusions.  They  have  the  spells  of  a  9th-level  illusionist,  hut  cast 
them  as  if  they  were  12th  level*  They  often  use  their  illusions 
to  fool  prey  into  a  false  sense  of  security,  then  strike  when  it  is 
least  expected. 

A  dracosphinx  attacks  with  its  huge  claws  and  teeth,  caus¬ 
ing  3d4  points  of  damage  with  a  successful  claw  strike  and 
5d4  points  of  damage  with  its  fangs*  The  fiery  breath  weapon 
can  be  used  once  per  turn;  this  spews  forth  flaming  gas  in  a 
100 Toot- long  cone  that  is  20  feet  wide  at  its  far  end.  This 
inflicts  8dl0+8  points  of  fiery  damage,  A  successful  saving 
throw  vs  dragon  breath  reduces  the  damage  by  half, 

H a bt tat/Society:  Dracosphmxes  live  solitary  existences  on 
bleak  cliff  sides.  They  spend  their  days  looking  for  prey  and 
lying  in  the  sun,  although  they  will  occasionally  travel  in 
search  of  obscure  knowledge.  Each  dracosphinx  carves  out  a 
territory  of  approximately  five  miles  in  diameter*  They  aggres¬ 
sively  work  to  drive  major  predators  from  their  territory: 
dragons,  men,  hieracosphinxes,  and  the  occasional  wyvern. 
Their  philosophical  ideas  include  the  one  that  only  the 
strongest  and  cleverest  survive  and  the  weak  and  cowardly 
get  what  they  deserve. 

Dracosphmxes  know  that  humans  who  seek  them  out  and 
talk  to  them  often  try  to  slay  them;  they  enjoy  tricking  such 
humans  with  riddle  contests  and  conversations  that  leave  the 
humans  unprepared  for  a  sudden  attack.  They  will  usually 
make  such  an  attack  at  least  once  during  any  prolonged 
encounter,  as  they  value  strength  nearly  as  much  as  clever¬ 
ness,  Obvious  weakness,  lack  of  strong  leadership  in  a  group, 
or  any  hint  of  fear  will  almost  certainly  trigger  an  attack.  Con¬ 


versely,  a  show  of  strength  backed  up  by  the  ability  to  deal 
writh  the  attack  when  it  comes  will  make  the  dracosphinx 
much  more  helpful  as  a  source  of  information  or  lore.  The  dra¬ 
cosphinx  can  even  be  forced  to  give  up  a  specific  object  if  it  is 
demanded  and  minutely  described  by  an  individual  with  cer¬ 
tain  knowledge  that  it  is  in  the  creature's  hoard. 

Once  a  dracosphinx  has  been  bested,  assuming  it  survives, 
it  will  usually  abandon  its  territory  and  in  order  to  find  a  new 
place  to  live.' 

Dr  a  cosphinxes  pride  themselves  on  their  cunning  and 
respect  it  in  others.  They  will  occasionally  let  weak  but  clever 
captives  go  in  exchange  for  a  sendee,  usually  the  recovery  of  a 
magical  item  or  piece  of  lore.  Knowledgeable  captives  will  be 
kept  as  long  as  the  dracosphinx  can  learn  something  new  from 
them:  this  takes  one  day  per  experience  level  of  the  captive, 
with  Intelligence  checks  required  daily  thereafter  to  hold  its 
interest  When  the  dracosphinx  loses  interest,  the  captive  will 
likely  be  killed  and  eaten.  Like  dragons,  draeosphinxes  are 
greedy  and  amass  hoards  of  coins,  jewrels,  and  other  valuables. 

Ecology:  Dracosphmxes  mate  once  in  a  lifetime,  with  the 
female  flying  away  to  raise  a  dutch  of  three  to  five  large 
brown  eggs.  These  eggs  are  laid  in  separate  areas  and  buried, 
since  hatchlings  are  likely  to  eat  each  other.  The  hatchlings  are 
about  a  foot  long  al  birth  and  are  capable  of  hunting  small 
game,  They  grow  to  nearly  full  size  within  a  year.  They  have 
life  spans  of  about  600  years.  Dracosphinxes  cannot  be  tamed 
except  through  magical  means. 


104 


Sprite,  Seelie  Faerie 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Forests,  sylvan  setting 
Very  rare 

Community 

Any 

Omnivore 

Average  to  Very  (10-12) 
Nil  (D) 

Chaotic  neutral 

NO.  APPEARING: 

10-100 

ARMOR  CLASS: 

5 

MOVEMENT: 

6,  FI  18  (B) 

HIT  DICE: 

1-1 

THACO: 

20 

NO,  OF  ATTACKS: 

I 

D  AM  AG0  ATTACK: 

By  weapon 

SPECIAL  ATTACKS: 

Spell,  sleep  poison 

SPECIAL  DEFENSES: 

Invisibility 

MAGIC  RESISTANCE: 

25% 

SIZE: 

T{¥  tor  tall) 

MORALE: 

Steady  (11-12) 

XP  VALUE: 

270 

Noble  420 

Monarch  650 

In  the  mystical  reaches  of  sylvan  woodlands,  where  ancient 
elves  once  walked  and  worshiped  strange  gods,  live  faeries  of 
a  most  unusual  type. 

These  are  the  seelie  faeries.  Furtive  and  shy  reluctant  to 
make  contact  with  the  outside  world,  the  seelie  faeries  are 
often  mischievous  and  annoying  when  they  are  found. 

Seelie  faeries  vary  greatly  in  appearance.  Most  resemble 
diminutive  humans  of  great  beauty  and  grace.  Though  some 
are  distorted  or  implike,  they  still  possess  an  otherworldly 
aura.  Some  have  animal  heads,  tails,  or  limbs,  while  still  oth¬ 
ers  are  entirely  alien  in  appearance,  though  still  strangely 
beautiful.  All  seelie  faeries  can  fly,  though  some  have  translu¬ 
cent,  membranous  wings.  They  range  in  size  from  one  inch  to 
one  foot  in  height  and  seem  to  have  control  over  their  actual 
size— individuals  have  been  encountered  at  one  size,  then 
seen  later  in  larger  or  small  forms. 

Combat:  Seelie  faeries  are  mischievous  and  have  little  stom¬ 
ach  for  direct  combat  They  can  become  invisible  at  will,  and 
use  this  power  to  ambush  foes.  They  wield  tiny  swords  (ld2 
points  of  damage)  or  bows  (1  point  of  damage)  treated  with 
steep  poison.  .Anyone  hit  by  these  weapons  must  save  vs.  spell 
or  fall  into  a  deep  sleep  for  2d4  hours.  Victims  must  success¬ 
fully  save  each  time  they  are  hit,  making  mass  attacks  by  seelie 
faeries  surprisingly  effective. 

Seelie  faeries  are  also  knowm  to  ride  giant  insects  such  as 
dragonflies,  bumblebees,  and  hornets.  They  carry  small 
lances  (ld4  points  of  damage)  that  are  sometimes  treated  with 
sleep  poison. 

The  seelie  faeries'  most  popular  forms  of  attack,  however, 
are  magical.  All  seelie  faeries  have  innate  magical  abilities.Each 


can  cast  at  least  one  spell,  which  may  be  of  any  level,  once  per 
day  Each  seelie  faerie's  spell  is  fixed  (and  must  be  determined 
by  the  DM),  Most  are  non  lethal  but  annoying,  such  as  sleep, 
dancing  lights ,  shocking  grasp,  fog  cloud ,  irritation,  improved  phan¬ 
tasmal  force,  stinking  cloud ,  slow,  etc,  Spells  such  as  Tosha's 
uncontrollable  hideous  laughter,  polymorph  other f  and  Of  fa's  irre¬ 
sistible  dance  are  popular,  for  to  the  seelie  faeries  they  have 
hilarious  results. 

Habitat/Society:  Seelie  society  is  divided  into  commoners, 
nobility;  and  royalty.  Seelie  nobles  can  cast  two  spells  per  day 
while  royals  can  cast  at  least  three. 

Seelie  faeries  claim  to  live  in  fanciful  palaces  invisible  to  the 
normal  eye — these  may  in  fact  exist  on  small  demiplanes  con¬ 
nected  to  the  Prime  Material  Plane  at  places  steeped  in  faerie 
magic.  The  days  of  the  seelie  faeries  are  dedicated  to  feasting 
and  reveling,  and  they  never  seem  to  work. 

The  only  thing  the  seelie  faeries  seem  to  take  seriously  is  the 
threat  posed  by  their  chaotic  evil  cousins,  the  unseel ie  faeries. 
The  wicked  unseelie  are  locked  in  a  centuries-long  war  with 
the  seelie  faeries,  a  war  neither  seems  capable  of  winning. 
Their  hatred  is  strong  and  they  will  attack  one  another  on  sight. 

Ecology:  Seelie  faeries  seem  to  have  very  little  effect  on  the  out¬ 
side  world.  They  appear  to  derive  sustenance  from  the  tiny 
demiplanes  where  they  keep  their  palaces  and  homes,  and  they 
rarely  hunt  or  forage  for  food  on  the  Prime  Material  Plane, 


105 


Sprite,  Unseelie  Faerie 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Forests,  sylv  an  setting 

Very  rare 

Tribe 

Night 

Omnivore 

Average  (10) 

Nil  (D) 

Chaotic  evil 


NO.  APPEARING; 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


KM  GO 
6 

6,  FI  18  (B) 

1-1 

20 

1 

By  weapon 

Fear,  spell,  sleep  poison 

Invisibility 

25% 

T (L'  tor  tall) 

Steady  (12) 

420 


Twisted  and  evil  cousins  of  the  seelie  faeries  the  unseelie 
faeries  are  ugly,  dark-skinned  creatures.  They  have  tattered 
insect  wings,  long  thin  arms,  and  broad,  large-nosed  faces. 
Like  their  cousins,  the  unseelie  faeries  vary  greatly  in  appear¬ 
ance,  often  with  the  faces  or  limbs  of  beasts  with  daws,  fangs, 
or  oversized,  monstrous  eyes,  Individuals  are  able  to  manipu¬ 
late  their  size,  ranging  from  one  inch  to  one  foot  in  height. 

The  unseelie  faeries  fight  an  endless  war  against  the  seelie. 
However,  while  the  seelie  faeries  are  merely  mischievous,  the 
unseelie  faeries  are  sadistic  and  murderous.  Seelie  faeries 
merely  taunt  and  annoy  intruders,  unseelie  faeries  take 
delight  in  the  infliction  of  pain  and  killing. 

Combat:  Unseelie  faeries  can  become  invisible  at  will,  and  use 
this  ability  to  follow,  terrorize,  and  eventually  ambush  foes. 
The  mere  sight  of  an  unseelie  faerie  is  terrifying  to  ordinary 
mortals  and  has  the  effect  of  a  fear  spell  on  all  observers. 

Unseelie  faeries  fight  w  ith  tiny  weapons  (swords  inflict  ld2 
points  of  damage,  bows  inflict  1  point).  The  weapons  are 
sometimes  treated  with  the  same  sleep  poison  used  by  their 
seelie  cousins  (those  hit  must  save  vs.  spell  or  fall  asleep  for 
2d4  hours).  Victims  often  waken  to  find  themselves  bound 
and  tormented  by  dozens  of  vvicked  unseelie  faeries,  who 
derive  great  amusement  from  the  pain  and  suffering  of  others. 
Unseelie  faeries  also  ride  bats  or  stirges  into  battle,  attacking 
with  small  lances  fld4  points  of  damage)  that  are  sometimes 
treated  with  sleep  poison. 

Each  unseelie  faerie  can  cast  at  one  spell,  once  per  day 
(noble  and  royal  unseelie  faeries  are  unknown).  This  spell  can 
be  of  any  level,  but  is  fixed  (and  must  be  determined  by  the 
DM).  Most  are  damaging  and  painful,  such  as  magic  missile, 
lightning  bolt,  cloudkill,  or  monster  summoning. 

Habitat/Society:  Unseelie  faeries  live  in  tribal  communities 
located  in  dark,  twisted  places,  like  gnarled  trees,  grim  swamps. 


and  dreary,  weed -infested  meadow's.  Their  palaces,  located  on 
small  demiplanes  are  ugly  black  structures  bristling  with 
spikes,  carved  skulls,  and  images  of  horrifying  monsters. 

They  live  under  a  malevolent  anarchy,  each  individual 
doing  as  he  or  she  pleases,  usually  the  behest  or  under  the 
control  of  the  individual  with  the  most  powerful  magical  abil¬ 
ities,  These  individuals  often  style  themselves  king,  queen,  or 
emperor,  but  they  are  just  as  often  deposed. 

The  unseelie  faeries  have  always  fought  their  seelie  cousins, 
and  will  attack  them  on  sight.  Their  battles  rage  the  length  and 
breadth  of  any  sylvan  area  they  share,  and  woe  be  unto  any 
travelers  caught  in  the  middle. 

Grief  comes  to  anyone  caught  in  unseelie  territory  after 
nightfall.  They  are  merciless  with  captives,  often  inflicting  evil 
torments  before  finally  killing  the  victims.  Even  those  who 
escape  have  problems — they  are  often  polyrtorpited,  with  the 
head  of  a  goat  and  the  legs  of  a  beetle,  dancing,  itching,  or 
la ughing  uncontrol labiy 

Ecology:  Though  the  unseelie  faeries  seem  to  gain  their  suste¬ 
nance  from  the  tiny  denup lanes  where  their  palaces  are 
located,  they  have  a  significant  effect  on  the  surrounding 
lands:  hunting  animals  for  the  fun  uf  it,  despoiling  pleasant 
glades,  felling  trees,  and  attacking  travelers.  Experienced 
explorers  know  the  signs  of  nearby  unseelie  activity:  twisted 
and  blackened  vegetation,  animals  killed  and  left  to  rot, 
smashed  trees,  and  poisoned  water.  Those  familiar  w  ith  syl¬ 
van  woodlands  are  always  careful  to  avoid  such  regions. 


106 


Squealer 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  forest  tropical  jungle 

Very  rare 

Solitary 

Day 

Carnivore 
Low  (5—7) 

Nil  (C) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACOr 

NO,  OF  ATTACKS: 
DAM  AGE/ ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


4 

9,  Climb  IS 
10 
11 
4 

Id6-H6/Id4+1 71d4+l  /ld4+l 
Drop,  hug,  rear  daws  for  1J4+1  each 
Camouflage 
Nil 

L  (8-9'  tall) 

Steady  (11-12) 

8,000 


A  squealer  is  a  grotesque  creature  with  a  piggish  face  and 
leathery  skin  over  which  a  fine  coat  of  green  and  brown  fur 
forms  variegated  patterns.  A  squealer  has  two  legs  and  three 
arms,  all  ending  in  daw  s.  Two  arms  are  4  feet  long,  while  the 
third,  which  sprouts  from  the  predator's  back,  is  5  feet  long. 

In  addition  to  the  shrill  cry  which  gives  them  their  name, 
squealers  have  a  highly  developed  range  of  vocalisations.  The 
why  creatures  can  imitate  the  sounds  of  wounded  animals,  as 
well  as  those  of  humans  and  demihumam,  such  as  screams  of 
tenor  or  the  cries  of  a  baby. 


squealer  will  end  pursuit  only  if  faced  with  numerous  foes  or 
foes  which  are  much  larger  than  the  squealer  itself. 

if  a  squealer  is  not  especially  hungry  when  it  catches  prey,  it 
may  attempt  to  knock  or  throttle  its  victim  unconscious,  then 
secure  it  to  a  tree  trunk  with  vines. 


Combat:  Squealers  are  crafty  and  prefer  using  their  voices  to 
lure  prey  into  ambush.  The  squealer's  coat  makes  it  difficult  to 
see  in  the  trees;  opponents  receive  a  -2  penalty  to  surprise  rolls. 
Once  a  victim  is  in  range,  the  creature  either  drops  on  its  prey  or 
drags  it  into  the  trees.  Dropping  on  a  victim  requires  an  attack 
roll  and  causes  5d4  points  of  damage. 

When  on  the  ground,,  or  when  using  its  legs  to  hang  from  a 
tree  limb,  the  squealer  attacks  with  its  teeth  and  its  three  fore¬ 
claws,  When  a  squealer  hits  with  its  third  arm,  it  hauls  its  vic¬ 
tim  into  the  air  and  continues  to  bite  and  claw. 

A  squealer  may  instead  use  its  third  arm  to  hang  from  a 
tree,  attacking  with  its  teeth  and  other  arms,  If  the  squealer 
hits  with  both  its  other  arms,  it  pulls  the  prey  into  a  hug,  then 
bites  while  raking  with  its  rear  claws.  The  hug  causes  2d4 
points  of  damage  per  round  the  prey  is  held, 

A  victim  being  held  or  hugged  loses  all  Dexterity'  bonuses  to 
Armor  Class;  held  prey  receives  a  -2  penalty  to  attack  rolls, 
while  a  hugged  victim  is  unable  to  attack  unless  already  hold¬ 
ing  a  small  weapon.  Held  or  hugged  prey  must  make  a  suc¬ 
cessful  bend  bars  roll  in  order  to  break  free. 

The  squealer  can  carry  up  to  500  pounds,  either  with  its 
third  arm  or  clutched  with  the  other  two.  Once  a  squealer  has 
captured  a  v  ictim,  it  will  often  climb  higher  to  avoid  competi¬ 
tion.  One  of  the  squealer's  favorite  tactics  is  tt>  take  prey  high 
into  the  trees  and  then  drop  them  to  the  forest  floor.  It  is  espe¬ 
cially  likely  to  do  this  to  a  victim  which  causes  it  pain. 

If  intended  prey  eludes  a  squealer's  initial  trap,  the  predator 
will  pursue  tenaciously  staying  in  the  trees.  The  squealer's  five 
limbs  allow'  tt  to  climb  quickly  through  the  foliage.  Squealers 
can  also  leap  as  far  as  30  feet  horizontally  or  15  feet  vertically.  A 


Habitat/Society:  Squealers  inhabit  only  forests  w  here  trees  an? 
close  enough  for  them  to  maneuver  through  the  branches  with 
ease,  They  make  leaf  and  branch  nests  high  above  ground 

Squealers  are  solitary  and  mark  their  territory  by  clawing 
deep  gashes  into  trees  at  the  edge  of  the  area  they  claim.  How  ¬ 
ever,  during  a  brief  mating  season  in  the  spring,  pairs  of 
squealers  may  be  found  together.  At  such  times,  the  squealers' 
bloodlust  runs  high,  and  they  are  more  likely  to  attack. 

The  female  squealer  is  indistinguishable  from  the  male.  When 
ready  to  give  birth,  a  female  travels  to  the  male  s  territory.  After 
delivery,  2-5  infants  are  placed  in  a  pouch  in  the  male's 
abdomen.  When  they  emerge  several  months  later,  they  climb  to 
the  highest  branches,  venturing  back  down  only  to  feed  on  their 
father's  leftovers  or  bound  victims.  When  fully  grown  (in  about 
a  year),  they  are  driven  from  the  area  by  their  father. 

A  young  squealer  has  the  same  Armor  Class  and  Hit  Dice  as 
an  adult,  but  has  only  1  or  2  hit  points  per  Hit  Die.  It  cannof 
use  its  daws  effectively  but  can  bite  for  ld4  points  of  damage, 

Ecology:  Squealers  prefer  fresh  prey  and  sometimes  save  vic¬ 
tims  for  a  while.  Some  squealers  even  feed  their  captives,  keep¬ 
ing  them  alive  for  days.  They  cure  little  for  treasure.  However, 
since  a  squealer  generally  carries  its  prey  to  a  place  near  its  lair 
to  feed,  the  ground  below  is  often  littered  with  valuable  objects. 

If  infant  squealers  are  removed  from  an  adult's  pouch  r  they 
will  live  only  if  kept  warm  and  fed  chewed  meats.  Young 
squealers  can  be  trained  as  guards  if  raised  from  infancy  An 
untrained  squealer  is  worth  up  to  3,000  gp,  while  a  trained 
specimen  could  bring  as  much  as  1 0,000  gp.  Trained  squealers 
can  learn  several  commands  and  are  very  loyal 


107 


Turtle,  Giant 


CUMATF/TERR  A  IN¬ 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE- 

TREASURES 

ALIGNMENT: 

Sea,  Giant 

Any  sea 

Uncommon 

Solitary 

Any 

Omnivore 

Non-  (0) 

Nil 

Neutral 

Snapping,  Giant 
Lake  or  river 
Uncommon 
Solitary 

Any 

Omnivore 

Non-  (0) 

Nil 

Neutral 

NO,  APPEARING: 

1-3 

1-4 

ARMOR  CLASS- 

2/5 

0/5 

MOVEMENT: 

1,  Sw  15 

3,  Sw  2 

HIT  DICE: 

15 

10 

THACQ; 

5 

11 

NO.  OF  ATTACKS: 

1 

1 

D  AMAG  E/ATTACK: 

4d4 

6d4 

SPECIAL  ATTACKS: 

Upset  craft 

Surprise,  jaws 

SPECIAL  DEFENSES: 

Hide  limbs 

Hide  limbs 

MAGIC  RESISTANCE: 

NU 

Nil 

SIZE: 

H  (50'  diam.) 

H  (40'  diam.) 

MORALE: 

Champion 

Elite 

(15-16) 

(13-14) 

XP  VALUE: 

5,000 

3,000 

Giant  turtles  are  simply  huge  varieties  of  the  normal  species 
encountered  daily  in  the  wild.  They  resemble  their  common 
counterparts  in  every  respect  except  for  size, 

A  turtle  is  characterized  by  its  bony  outer  shell.  The  lower 
portion  of  the  shell  is  known  as  the  piastron,  while  the  upper 
shell  is  referred  to  as  the  carapace.  It  is  into  this  shell  that  a  tur¬ 
tle  withdraws  its  legs  and  head  when  threatened.  Some  turtles 
are  incapable  of  completely  shielding  their  limbs  in  this  way; 
and  plaster  their  legs  very  close  to  the  shell  for  protection* 

Giant  turtles  eat  whatever  is  available  in  their  environment, 
from  living  plants  to  all  types  of  insects,  small  mammals,  and 
fish  of  all  kinds.  They  prefer  fresh  green  plants  and  live 
worms,  as  turtles  do  not  enjoy  feeding  on  carrion  or  rotting 
vegetation.  Naturally  such  foods  are  fair  game  if  the  turtle  is 
in  danger  of  Starvation- 

Turtles  have  very  long  life  spans — from  30  to  150  years, 
depending  on  the  species.  They  are  slow-moving  and  thus 
would  rather  withdraw  into  their  shells  when  faced  with  an 
enemy  rather  than  either  fight  or  flee*  However,  when  harmed 
or  persistently  molested,  the  strong,  quick  bite  of  a  giant  turtle 
is  a  deadly  weapon  indeed. 

Giant  turtle  meat  is  considered  a  delicacy  in  most  cultures, 
and  U  is  highly  nourishing  and  palatable*  The  upper  shells  of 
giant  turtles  are  also  greatly  preferred  as  they  can  be  made 
into  small  huts,  strong  roofs,  or  even  boats.  Without  exception, 
the  tropical  marine  varieties  of  sea  turtle  are  the  finest  tasting 
and  have  the  most  attractive  shells* 

Giant  Sea  Turtle 

This  basically  non-aggressive  marine  creature  fights  fiercely  if 
annoyed  or  threatened.  The  tearing  bite  of  giant  sea  turtle 
causes  4d4  points  of  damage  to  the  unlucky  victim,  If  one  sur¬ 
faces  beneath  a  small  craft,  there  is  a  possibility  of  upsetting 
the  vessel.  There  is  a  90%  chance  for  a  rowboat  but  only  10 % 
for  a  longship.  Adjust  this  base  chance  for  other  sea-gomg  ves¬ 
sels  according  to  the  size  and  stability  of  the  craft. 


Hie  head  and  flippers  of  giant  sea  turtles  are  Armor  Class  5, 
while  the  shell  is  AC  2.  If  the  turtle  withdraws  its  head  and 
flippers  into  its  shell  either  for  defense  or  while  resting,  all 
attacks  are  considered  to  be  directed  against  the  shell. 

Giant  Snapping  Turtle 

Feared  greatly  for  their  voracious  appetite  and  aggressiveness, 
giant  snapping  turtles  are  found  in  large  lakes  and  rivers. 
Many  myths  about  lake  monsters  were  born  out  of  sightings 
of  these  relatively  common  freshwater  creatures* 

They  lurk  near  shore  or  on  the  bottom,  they  do  not  swim 
quickly  There  they  remain  motionless,  causing  a  -3  penalty  to 
opponents'  surprise  rolls.  They  then  shoot  forth  their  long 
necks  (up  to  ten  feet  away)  to  grab  their  prey*  Once  a  victim  is 
bitten  (for  6d4  points  of  damage),  he  is  invariably  grabbed  by 
the  powerful  jaws.  Only  a  successful  bend  bars/lift  gates  roll 
frees  one  from  the  vicious  mouth,  as  spells  cannot  be  cast  or 
weapons  used  at  these  times.  Meanwhile,  bite  damage  is  auto¬ 
matic  each  round  while  grabbed.  When  the  victim  becomes 
unconscious,  the  giant  snapping  turtle  throws  back  its  head, 
gently  tossing  the  victim  into  the  air  a  few  feet,  then  down  into 
the  open  gullet  of  the  beast 

The  lightly  plated  heads  and  limbs  of  these  monsters  are  AC 
5  when  extended,  but  the  shell  affords  AC  0  protection  to  the 
body,  and  to  the  limbs  if  retracted. 

Other  Giant  Turtles 

Other  varieties  of  giant  turtles  are  known  or  rumored,  including 
a  desert  turtle  much  like  the  giant  snapping  turtle  but  adapted 
to  arid  regions,  and  there  are  legends  of  an  ocean-going  sea  tur¬ 
tle  of  such  size  that  it  was  mistaken  for  a  small  island! 


108 


Umpleby 


CLIMATE/TERRAIN: 

Temperate  forest 

fi 

FREQUENCY: 

Very  rare 

ORGANIZATION: 

Solitary 

ACTIVITY  CYCLE: 

Day 

DIET; 

Herbivore 

■1 

WM 

INTELLIGENCE: 

Low-  (5-7,  but  see  below) 

TREASURE: 

Special 

M 

ALIGNMENT: 

Neutral 

<JL  Wp 

NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THAC0: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-3 

4 

9 

6 

15 

1 

ld4 

Electrics i  shock,  nets 
Immune  to  electrical  attacks 
Nil 

L  (8'  tall) 

Elite  (14) 

420 


The  umpleby  is  an  eight-foot-tall,  400  pound  walking  mound 
of  wild,  straggly  brown  hair  Lips  and  eyes  can  be  discerned 
on  its  face,  but  every  other  part  of  its  body  is  covered  with  fur. 

When  encountered  in  its  native  temperate  forest,  the 
umpleby  will  neither  attack  nor  try  to  hide,  but  will  just  stand 
stupidly  and  stare, 

The  umpleby  can  speak  common  in  a  halting  fashion,  but 
will  rarely  do  so;  in  general  it  is  an  uncommunicative  creature. 

Combat:  The  umpleby  will  defend  itself  if  attacked,  but  usually 
will  not  fight  either  for  or  against  an  adventuring  party.  When  it 
does  attack,  it  strikes  with  its  hands  for  ld4  points  of  damage. 

The  umpleby  often  makes  nets  out  of  its  own  hair  and  stores 
them  by  wrapping  them  around  its  waist.  It  can  throw  such  a 
net  30  feet,  It  will  use  its  nets  or  its  special  electrical  attack  only 
If  threatened. 

The  umpleby  stores  large  quantities  of  static  electricity  in  its 
body  Each  day  it  can  deliver  a  total  of  50  hit  points  of  electri¬ 
cal  damage  simply  by  touching  its  opponents,  A  normal  attack 
roll  is  required  unless  the  victim  is  unsuspecting.  Metal  armor 
of  any  type  is  considered  Armor  Class  10  with  regard  to  this 
attack,  though  appropriate  magical  and  Dexterity  bonuses  still 
apply.  The  umpleby  can  deliver  all  50  points  of  damage  in  one 
strike,  or  it  may  regulate  the  amount  of  electrical  damage  it 
inflicts,  usually  conducting  IdS+S  points  of  damage. 

When  it  delivers  the  50th  hit  point  of  electrical  damage,  the 
umpleby  immediately  goes  to  sleep,  recharging  its  static  elec¬ 
trical  charge  as  shown  on  the  table.  The  creature  is,  of  course, 
immune  to  electrical  attacks. 


Sleep 

Less  than  1  hour 
1-4  hours 
4-8  hours 
8+  hours 


Static  Charge  Restored 
4d4  points 
25  points 
37  points 
50  points 


Habitat/Society:  An  umpleby  usually  lives  in  a  cave  or  hole 
dug  into  the  earth  or  into  the  side  of  a  hill.  It  is  a  rather  stupid 
creature,  and  solitary  by  nature;  the  umpleby  attention  span  is 
too  short  to  be  interested  in  forming  a  community  Occasion¬ 
ally,  a  male  and  a  female  umpleby  will  encounter  each  other  in 


the  forest  and  band  together  just  long  enough  to  bear  a  young 
one,  They  stay  together  until  the  "baby"  wanders  off  one  day 
and  doesn't  come  back,  then  they  lose  interest  in  each  other 
and  wander  off  themselves.  No  more  than  three  umplebys 
have  been  seen  together  at  one  time 

Umplebys  love  shiny  and  sparkling  treasure,  and  can  detect 
large  amounts  of  precious  metals  and  gems  (more  than  1,000 
coins  or  50  gems)  up  to  100  feet  away,  even  through  solid  rock. 
These  shiny  objects  are  among  the  few  items  that  will  hold  an 
umpleby Fs  attention  for  any  duration.  It  keeps  a  huge  treasure 
trove  of  these  items  in  its  Lair,  but  it  will  never  reveal  the  lair's 
location,  even  if  threatened  with  death  (though  charm  monster 
may  overcome  this  reluctance). 

On  meeting  a  party  of  adventurers,  an  umpleby  will  often 
simply  shamble  along  with  them,  neither  helping  nor  willing 
to  be  left  behind.  It  constantly  gets  in  the  way  and  seems  inca¬ 
pable  of  moving  in  silence. 

An  offer  of  food  and  water  will  ensure  instant  and  total  loy¬ 
alty  to  its  benefactor,  as  the  umpleby  is  incessantly  hungry  and 
thirsty.  This  loyalty  includes  help  and  possibly  advice,  and 
will  be  broken  if  the  benefactor  does  not  reward  the  umpleby 
with  a  reasonable  proportion  of  any  coins  or  gems  discovered 
as  a  result  of  its  aid.  If  insufficiently  rewarded,  the  umpleby 
will  leave;  if  pursued,  it  will  refuse  fWther  cooperation. 

Ecology:  Umplebys  are  primarily  vegetarians,  eating  berries 
and  fruits  from  the  trees.  If  befriended  by  an  adventuring 
party  they  will  eat  almost  anything  that  is  given  to  them. 

The  umpleby's  hair  is  very  tough,  and  50%  more  difficult  to 
cut,  break,  or  bum  than  Lhe  cords  of  a  magical  web.  An  intact 
umpleby  net  can  bring  as  much  as  100  gp. 

Because  of  the  umpleby's  ability  to  shock,  few  creatures  tan¬ 
gle  with  them,  Blue  dragons  regard  them  as  light  snacks,  and 
sometimes  venture  out  of  their  desert  homes  to  enjoy  one. 
Umplebys  regard  volts  as  particularly  horrid  pests. 


109 


Vizier’s  Turban 


CLIMATE/TERR  AIN: 
FREQUENCY: 
ORGANIZATION: 
ACTrVlTY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Any  land 

Very  rare 

Solitary 

Any 

Special  (see  below) 
Genius  (17-18) 

Nil 

Any 

NO-  APPEARING; 

1 

ARMOR  CLASS: 

See  below 

MOVEMENT: 

3 

HIT  DICE: 

See  below 

THAC0: 

Nil 

NO.  OF  ATTACKS: 

Q 

DAMAGE/ ATTACK: 

0 

SPECIAL  ATTACKS: 

Nil 

SPECIAL  DEFENSES: 

See  below 

MAGIC  RESISTANCE: 

See  below 

SIZE: 

S  (2'-4'  long) 

MORALE: 

Elite  (13-14) 

XP  VALUE: 

2,000 

The  vizier's  turban  is  a  symbiotic  creature  which  attaches 
itself  to  a  wizard.  It  pros  ides  its  partner  with  greatly  enhanced 
spellcasting  potential  and  magic  resistance,  In  return,  the  wiz¬ 
ard  agrees  to  a  permanent  loss  of  hit  points,  which  are  used  by 
the  creature  to  sustain  itself.  The  potential  power  to  be  gained 
by  bonding  wish  a  vizier's  turban  far  outweighs  the  sacrifice 
to  the  wizard.  The  vizier's  turban  cannot  bond  with  a  sha'ir 
(desert  mage  specializing  in  genies). 

A  vizier's  turban  looks  like  a  turban  (of  anv  color)  secured  by 
two  bright  jewels  (its  eyes)  Its  skin  resembles  fine  doth.  Tt  can 
change  color  to  suit  its  partner's  attire  and  can  reshape  itself 
somewhat  to  look  more  like  a  scarf  or  veil  for  female  wizards 
who  prefer  such  attire  to  turbans.  A  vizier's  turban  enjoys 
watching  what  goes  on  around  it  from  its  vantage  point  atop  its 
partner's  head  and  communicates  telepathically  with  its  host. 

The  w  izard  decides  how  many  hit  points  (up  to  a  maximum 
of  10)  to  permanently  give  up  to  his  or  her  vizier's  turban.  One 
hit  point  may  be  given  to  the  symbiote  whenever  the  wizard 
gains  a  new  level,  so  it  is  possible  to  find  an  llth-level  wizard 
whose  vizier's  turban  has  10  hit  points,  or  a  9th- level  wizard 
who  has  one  with  only  2  hp.  The  number  of  hit  points  the 
sy  mbiote  has  is  a  function  both  of  how-  many  its  wizard  sacri¬ 
fices  to  it  and  at  what  point  in  the  wizard's  career  the  vizier's 
turban  met  and  bonded  with  the  wizard. 

Combat:  Vizier's  turbans  make  no  attacks  and  cause  no  dam- 
iige.  For  all  practical  purposes,  the  vizier's  turban  and  its  host 
function  as  a  single  being.  The  symbiote  is  content  to  let  its 
partner  control  the  thinking,  movement,  and  body  functions. 
It  will  give  advice  only  if  specifically  asked* 

The  potential  power  which  a  vizier's  turban  can  bring  to  its 
wizard  is  a  function  of  how  many  hit  points  it  has.  It  saves  as  a 
wizard  of  the  same  level  as  it  has  hit  points,  so  a  vizier's  turban 
with  4  hit  points  would  save  as  a  4thdevel  wizard.  If  also  pro¬ 
vides  its  host  with  3%  magic  resistance  for  every  2  hit  points  it 
has,  up  to  a  maximum  of  25%.  Vizier's  turbans  cannot  have 
more  than  10  hit  points;  extra  hit  points  sacrificed  to  it  are  lost 
as  if  the  wizard  were  wounded  and  can  be  healed  normally 

For  ever)  hit  point  it  receives,  the  creature  enhances  its  cho¬ 
sen  wizard's  spellcasting  abilities,  as  detailed  on  the  following 
chart: 


1  hp  -  One  extra  1  st-level  spell  per  day 

2  hp  -  5%  magic  resistance 

3  hp  -  One  extra  2nd-level  spell  per  day 

4  hp  =  10%  magic  resistance  (total) 

5  hp  -  One  extra  3rd -level  spell  per  day 

6hp  -  15%  magic  resistance  (total) 

7  hp  -  One  extra  4th- level  spell  per  day 

8  hp  =  20%  magic  resistance  (total) 

9  hp  =  One  extra  5th -level  spell  per  day 

10  hp  -  25%  magic  resistance  (total) 

The  maximum  benefit  a  wizard  can  derive  from  a  vizier's 
turban  is  thus  one  UK  one  2nd-,  one  3rd-,  one  4th-,  and  one 
Stb-levef  spell  per  day  plus  a  magk  resistance  of  25%.  Vizier's 
turbans  do  not  know  any  spells  themselves,,  nor  can  they  give 
their  partners  access  to  spells  the  wizard  does  not  already 
know  or  is  not  usually  allowed  to  cast.  Ail  restrictions  as  to 
elemental  provinces,  spell  schools,  and  other  limiting  factors 
remain  in  force.  The  vizier's  turban  in  no  way  allows  its  part¬ 
ner  access  to  clerical  spells,  nor  does  it  enhance  such  spells 
should  its  partner  be  a  wizard /priest  These  symbiotes  pro¬ 
vide  no  benefits  to  sha'irs  at  all  and  cannot  bond  with  them. 

Damage  to  its  host  from  weapons,  whether  normal  or  magi¬ 
cal,  has  no  effect  on  a  vizier's  turban,  Even  if  struck  directly  by 
a  weapon,  the  damage  passes  right  through  the  creature  and 
affects  its  host  instead.  Secondary  effects  which  emulate  spell 
effects  (such  as  an  electrical  attack  which  occurs  when  the 
sword  strikes)  are  handled  similarly  to  magical  attacks  against 
the  symbiote  or  its  host. 

Spells  and  magical  items  which  produce  spell-like  effects 
may  affect  a  vizier's  turban,  Single  target  spells  (such  as  charm 
person)  and  nondamaging  area-of-effect  spells  (such  as  cteos) 
have  no  effect  on  a  vizier's  turban,  even  if  the  creature  is  the 
primary  target  of  such  a  spell.  If  Its  partner  fails  the  magic 
resistance  roll  provided  by  the  vizier's  turban  and  also  fails  his 


HO 


Vizier’s  Turban 


or  her  saving  throw  vs.  a  damaging  area-of-effect  spell,  then 
the  symbiote  must  also  make  a  saving  throw  vs,  spell.  If  it 
tails,  the  creature  is  affected  by  the  spell  as  a  separate  entity, 
which  almost  guarantees  its  demise.  If  it  successfully  saves,  it 
is  affected  as  if  it  were  a  natural  part  of  its  partner,  with  its  hit 
points  being  the  last  to  be  hist. 

For  example,  a  host  rrtage  with  24  hp  has  given  2  hp  to  his 
vizier's  turban,  leaving  him  with  22  hp*  The  mage  is  hit  bv  a 
fireball  for  23  points  damage  and  fails  both  his  magic  resistance 
check  and  saving  throw,  meaning  he  takes  full  damage.  The 
symbiote  now  saves  and,  if  successful,  takes  only  1  point  of 
damage  l  the  amount  by  which  the  spell  damage  exceeded  the 
mage's  hit  point  total).  Since  the  vizier's  turban  would  still  be 
alive,  it  could  find  another  host.  Had  the  fireball  done  24  or 
more  points,  the  symbiote  would  be  dead.  If  it  had  caused  22  or 
fewer  points,  the  vizier's  turban  would  have  been  unharmed. 
Had  the  mage  made  his  saving  throw  or  his  magic  resistance 
check,  the  vizier's  turban  would  have  been  completely  unaf¬ 
fected,  even  if  its  host  had  been  killed  by  cumulative  damage. 

If  Lhe  vizier's  turban  has  more  than  1  hit  point  left  at  any 
time  that  its  host  wizard  is  badly  injured  (be.,  reduced  to  half  or 
less  of  his  hit  points  total),  it  can  return  all  but  1  of  its  hit  points 
to  its  host.  These  regained  hit  points  function  just  as  if  a  healing 
spell  had  been  used  on  the  wizard  and  had  restored  dial  many 
hit  points.  Once  the  wizard  is  restored  to  full  hit  points,  he  or 
she  must  return  these  hit  points  to  the  symbiote.  One  hit  point 
is  always  lost  permanently  in  this  exchange,  reducing  the  wiz¬ 
ard's  total  by  1,  so  this  exchange  is  not  made  frivolously-  Fur¬ 
thermore,  returning  the  hit  points  to  his  or  her  symbiote 
wounds  the  wizard  for  that  many  points  of  damage—damage 
that  can  only  be  healed  magically.  The  1  hit  point  lost  in  this 
exchange  cannot  be  restored  by  any  means  short  of  a  rcisk 

HabitabSociety;  There  are  several  theories  as  to  the  origin  of 
vizier' s  turbans.  One  theory  suggests  that  the  turbans  are  actu¬ 
ally  lesser  genies  of  some  sort,  either  condemned  to  serve  wiz¬ 
ards  for  some  transgression  against  other  genies  or  specifically 
shaped  to  perform  Lhe  duties  they  do  (much  like  tasked  genies). 
Another  theory'  contends  that  vizier's  turbans  were  originally 
just  that- — magical  headgear  which  somehow  developed  both 
intelligence  and  a  sense  of  self  while  retaining  their  magical 
properties.  The  theory  which  has  gained  the  most  acceptance  is 
that  the  creatures  were  originally  some  sort  of  familiar. 

Whatever  their  origin,  vizier's  turbans  do  not  appear  to 
reproduce  in  any  discernible  manner,  and  no  mated  pairs  have 
ever  been  found  When  two  vizier's  turbans  meet  (usually 
while  traveling  with  their  bonded  wizards),  they  will  greet 
one  another  politelv  but  refrain  from  long  conversation,  as 
though  they  had  no  interest  in  one  another.  They  seem  to  have 
no  differentiation  of  sex,  adopting  a  male  or  female  outlook  to 
match  that  of  their  host.  It  has  been  theorized  that  the  creature 
may  reproduce  by  fission,  forming  a  duplicate  which  is  then 
left  to  fend  for  itself.  Until  it  bonds  with  a  wizard,  the  vizier's 
turban  is  considered  to  have  only  a  single  hit  point, 

Though  it  recognizes  that  it  is  a  separate  being  from  its  host,  a 
vizier's  turban  takes  its  personality’  and  reactions  to  situations 
directly  from  its  partner.  It  will  never  disagree  with  a  decision 


made  by'  its  host  unless  asked  to  give  its  own  opinion.  It  has  no 
opinions  about  what  spells  the  Wizard  should  study  or  which 
ones  he  or  she  should  cast  in  a  given  situation,  since  it  does  not 
itself  have  any  spellcasting  talent.  It  does  not  understand  and 
cannot  read  the  spells  which  Us  wizard  Warns  but  instead 
derives  a  sense  of  satisfaction  from  feeling  its  wizard's  emo¬ 
tional  response  to  both  learning  and  casting  spells. 

The  vizier's  turban  seems  to  have  no  fixed  ethical  sense, 
changing  alignment  to  match  that  of  its  host  and  adopting  his 
or  her  point  of  view.  When  not  with  a  host,  the  creature  align¬ 
ment  delects  as  being  true  neutral.  If  a  vizier's  turban  changes 
hosts,  it  will,  change  its  alignment  to  fit  that  of  its  new  host,  if 
different. 

A  vizier's  turban  exists  on  the  hit  points  given  to  it  and  on 
the  companionship  of  its  chosen  wizard.  It  eagerly  engages  in 
philosophical  discussions  with  its  host  if  the  wizard  initiates 
the  conversation.  It  has  no  need  to  eat  or  drink  but  does  enjoy 
being  bathed,  and  it  likes  to  rearrange  itself  into  different 
styles  of  turbans  when  given  the  chance. 

Keenly  curious,  a  vizier  's  turban  is  always  happy  to  travel 
wtth  its  host  to  see  new  places  and  things.  It  is  very  observant, 
though  it  reacts  to  stimuli  with  a  never-ending  sense  of  won¬ 
der  rather  than  logically.  If  it  sees  a  lion  charging  its  wizard, 
for  instance,  it  does  not  warn  the  wizard  but  rather  goggles  at 
tlie  wondrous  creatuTe  rapidly  approaching. 

A  vizier  's  turban  is  least  happy  when  separated  from  its  part¬ 
ner.  and  mourns  if  it  is  taken  off  and  left  behind  when  its  wizard 
goes  out.  A  vizier's  turban  that  is  ignored  by  its  wizard 
becomes  depressed,  and  if  not  allowed  to  participate  more  fully 
in  its  wizard's  life  will  eventually'  leave  and  seek  a  new  partner 
If  a  vizier's  turban  leaves  its  wizard,  it  takes  half  the  hit  points  it 
has  received  away  with  it.  The  wizard  regains  the  other  hit 
points  but  permanently  loses  those  retained  by  the  turban. 

Although  they  can  be  found  almost  anywhere,  it  takes  a 
keen  eye  and  a  desire  to  bond  with  one  to  locate  a  vizier's  tur¬ 
ban.  Even  then,  its  rarity  makes  it  unlikely  that  a  wizard  who 
is  not  spending  every  waking  hour  searching  for  one  will  find 
one.  They  are  virtual  masters  of  disguise  since  they  look  like 
strips  of  material  when  unwound  and  like  scarves,  turbans,  or 
veils  when  posing. 

This  odd  creature  does  not  detect  as  magical  but  can  be 
found  via  spells  or  devices  which  detect  life  or  alignment.  Its 
sense  of  humor  is  such  that  it  is  amused  by  the  antics  wizards 
go  through  to  locate  it.  Indeed,  its  attempts  at  disguise  and 
camouflage  may  be  a  test  to  see  if  a  particular  wizard  is  clever 
enough  to  find  it  and  therefore  worthy  to  become  its  partner. 
When  its  eyes  are  dosed,  it  is  indistinguishable  from  any  other 
item  of  .clothing.  Favorite  hiding  places  for  vizier's  turbans  are 
at  cloth  markets,  inside  wardrobes,  in  rag  bags,  and  among 
caravan  trade  goods.  Since  it  can  change  color  at  will,  it  can  be 
quite  difficult  to  spot  one  should  it  wish  to  remain  hidden. 

Ecology:  Vizier  's  turbans  have  no  real  effect  on  their  environ¬ 
ment  other  than  upon  the  wizards  they  bond  with.  They 
occupy  a  unique  nidie.  No  one  has  ever  seen  a  vizier's  turban 
die  of  natural  causes,  so  it  is  impossible  to  estimate  how  long 
they  live.  They  might  even  be  immortal. 


Ill 


Wall-Walker 


CLIMATE/TERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 

Subterranean 

Uncommon 

Hive 

Any 

Carnivore 

Low  (5-7) 

Nil  (B) 

Lawful  evil 

NO.  APPEARING: 

1-2  (4—16) 

ARMOR  CLASS: 

3 

MOVEMENT: 

9,  Cl  12 

HIT  DICE: 

6 

THACO: 

15 

NO.  OF  ATTACKS: 

3  or  1 

DAMAGE/ATTACK: 

2dl2/2dJ2/2d8  or  special 

SPECIAL  ATTACKS: 

Paralyzation 

SPECIAL  DEFENSES: 

Psionics,  immune  to  fire 

MAGIC  RESISTANCE: 

NO 

SIZE: 

M  (5r  long) 

MORALE: 

Elite  (13-44) 

XP  VALUE: 

1300 

PSIONICS  SUMMARY: 

Level  Dis/Sci/Dev 

Attack/Defense  Score 

2  1/2/6 

— /MBk  11 

Ga  irsen  tie  rice— Devotions:  feel  light,  feel  sound. 
Psychometabolism — Sciences:  shad o w- form; 

Derations;  catfall,  chameleon  power. 

Telepathy— Devotions:  contact,  mind  blank. 

Wall-walkers,  subterranean  predators  that  live  in  underground 
caverns  and  passages,  are  named  for  their  climbing  ability. 
They  combine  many  of  the  characteristics  of  spiders  and  large 
reptiles.  WaU- walkers  have  a  reptile's  armored  scales,  a  spider's 
eight  clawed  legs,  sharp  fangs,  and  a  stinging  tail. 

Wall- walkers  communicate  among  themselves  via  sounds 
made  by  rubbing  their  legs  together.  No  intelligent  creatures 
have  yet  learned  to  communicate  with  them  or  figured  out  how 
to  interpret  the  scraping  sounds  they  make,  like  daws  on  slate. 

Combat:  With  its  psionk  powers,  a  wall-walker  can  blend  into 
the  scenery.  Its  scales  take  on  the  texture  and  color  of  any 
nearby  rock  surfaces,  ruined  walls,  or  fungi,  These  predators 
use  their  psiomc  powers  to  track  and  stalk  victims. 

Wall-walkers  hunt  alone  or  in  pairs.  They  use  their  climbing 
skills  to  best  advantage,  following  prey  from  overhead  or 
along  a  side  wall.  When  a  wall- walker  has  an  opportunity  to 
attack  with  surprise  while  on  the  wall  or  ceiling,  the  prey  has  a 
—2  penalty  to  its  surprise  roll 

When  operating  as  a  pair,  the  wail-walkers  strike  in  separate 
rounds.  This  is  to  make  best  use  of  their  surprise  bonus  and 
stinger  attacks.  When  alone,  a  wall-walker  usually  waits  until 
its  prey  is  separated  from  any  companions  before  attacking. 

A  wall-walker  typically  attacks  by  leaping  forward,  spinning 
around,  and  stabbing  with  its  stinger.  A  successful  hit  causes 
no  appreciable  damage,  but  the  victim  must  make  a  saving 
throw  vs.  poison  or  be  paralyzed  for  ld6  rounds.  If  the  saving 
throw  is  successful  or  the  stinger  misses,  the  victim  can  strike 
at  the  rear  of  the  wall- walker  with  a  +2  bonus.  If  the  saving 
throw  is  failed,  and  the  wall- walker  is  not  otherwise  engaged, 
it  will  move  very  dose  and  stare  into  the  eves  of  a  paralyzed 
victim,  moving  its  mandibles  back  and  forth  in  a  threatening 


manner,  its  gaze  displaying  intelligence  and  malevolence. 

After  its  initial  stinger  attack,  the  wall-walker  usually  aban¬ 
dons  its  stinger  attack  in  favor  of  its  daw  /daw /bite  routine.  Its 
claws  each  inflict  2d6  points  of  damage,  its  bite  inflicts  2d4 
points.  If  faced  by  a  foe  it  cannot  defeat,  a  wall-walker  will  flee 
to  find  other,  more  easily  bested  prey 

Habitat/Society:  Wall- walkers  build  hives  inside  the  walls  of 
caverns.  They  use  their  powerful  claws  to  scoop  out  rock  and 
dirt,  which  then  is  deposited  in  great  heaps  at  the  base  of  the 
wall.  They  range  far  and  wide  through  the  Underdark,  seeking 
prev  to  feast  upon  and  bring  back  to  their  hives.  Wall-walkers 
can  he  encountered  not  only  in  the  larger  caverns,  but  in  the 
tunnels  connecting  the  caverns  to  each  other  as  well.  All  of  the 
Underdark  is  their  hunting  ground,  and  they  consider  almost 
everything  that  passes  near  them  to  be  prey 

A  wall- walker  delights  in  frightening  and  playing  with  its 
prev  before  moving  in  for  the  kill,  and  it  uses  all  of  its  powers 
to  accomplish  this. 

Ecology:  Tile  wall-walker  constantly  looks  for  a  steady  supply 
of  food,  and  it  takes  great  pains  to  protect  its  hive  and  its  young 
from  other  predators.  Its  one  closest  competitor  is  the  kalin.  If  a 
wall-walker  and  kalin  come  within  sight  of  each  other,  a  terrible 
battle  usually  breaks  out.  In  fact,  a  pair  of  wall-walkers  will  go 
out  of  their  way  to  attack  a  nearby  kalin. 

The  scaly  hide  of  the  wall-walker  can  be  used  to  craft  armor 
and  weapons.  In  many  ways,  the  scaly  hide  of  a  wall-walker  is 
superior  to  many  other  hides  due  to  its  toughness,  suppleness, 
and  relatively  light  weight 


CLIMATE/TERRAIN: 

FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Temperate  and  subtropical  forests 

and  caves 

Very  rare 

Flock 

Day 

Carnivore 
Semi  (2-4) 

Nil 

Neutral 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMACE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


12-48 

8 

3,  H  18  (B) 
J4 
20 
1 

1 


Webs,  egg  insertion 

Nil 

Nil 


S  (5"  long,  T  wingspan) 
Unsteady  (5-7) 

65 


The  name  "webbird"  is  actually  a  misnomer  resulting  from  this 
creature's  feathered  appearance  and  ability  to  fly  The  webbird  is 
actually  closer  to  an  arachnid  or  insect  in  its  biological  make-up. 
A  w  ebbird  has  two  wrings,  two  lower  legs  used  for  perching,  and 
two  smaller  hooked  appendages  for  grasping.  In  addition,  it  has 
a  five  inch  w'hip-like  tail,  and  a  two-inch,  featherless  egg-laying 
appendage  which  sprouts  from  its  chest.  The  webbird' s  slitted 
mouth  holds  bony  ridges  that  serve  the  same  purpose  as  teeth. 

A  webbird 's  tough,  hairlike  feathers  are  black,  except  on  the 
underside  of  the  creature's  wings,  where  they  form  "eyes/' 
These  feather  patterns,  three  per  wing,  are  sightless  and  bright 
green;  they  have  developed  as  a  protective  measure  to  make 
the  webbird  appear  larger  to  predators. 

Combat  .Although  capable  of  inflicting  only  one  point  of  dam¬ 
age  with  their  mouths,  webbirds  are  formidable  opponents. 
VVebbirds  attack  in  large  groups  (12  to  48  individuals),  and  will 
assail  even  large  or  well-armed  creatures. 

VVebbirds  fear  fire  and  will  not  attack  anyone  carrying  an 
open  flame  such  as  a  torch.  A  flock  of  webbirds  will  also 
refuse  to  approach  larger  blazes  such  as  bonfires. 

When  attacking,  a  webbird  emits  a  strand  of  webbing  from 
its  tail.  This  sticky  strand,  ld6+6  feet  long,  is  extremely  strong 
and  capable  of  immobilizing  even  human-sized  creatures. 
When  a  flock  of  these  creatures  attack  with  their  webbing,  each 
victim  must  save  vs.  paralysis  or  become  entangled  and  immo¬ 
bilized,  For  every  three  web  birds  attacking  an  individual,  that 
victim's  saving  throw  is  reduced  by  one.  For  example,  if  nine 
webbirds  attack  a  victim,  that  individual  must  save  vs.  para- 
lyzation  with  a  -3  penalty  to  the  roll. 

Entrapment  lasts  ld4-t-4  rounds,  though  a  being  with  a 
Strength  of  18  or  more  can  break  free  in  one  round.  A  webbird's 
webs  are  immune  to  fire,  but  wine  (or  other  alcoholic  liquid) 
will  dissolve  the  material  in  one  round.  A  standard  wineskin 
holds  enough  wine  to  free  one  human-sized  creature,  or  two  of 
smaller  than  man  size.  Entrapped  creatures  cannot  attack  or 
cast  spells,  and  they  lose  all  Dexterity  bonuses  to  Armor  Class, 

After  w  ebbirds  hav  e  immobilized  a  victim,  members  of  the 
flock  will  land  on  their  victim  to  feed  and  lay  eggs.  Generally 
speaking,  1  to  3  webbirds  will  land  and  begin  nibbling  on  the  vic¬ 


tim,  each  causing  1  hit  point  of  damage  per  round.  In  addition,  1 
or  2  webbirds  will  land  and  insert  their  chest  appendages  into 
any  exposed  flesh  on  the  victim,  injecting  2d4  eggs.  THs  causes 
no  damage  to  the  victim  but  in  ld4+2  turns  the  eggs  hatch, 
becoming  grubs  which  immediately  begin  feeding  voraciously. 
Each  grub  causes  1  hit  point  of  damage  per  round,  eventually 
killing  the  host.  Excruciating  pain  results  from  the  feeding 
process,  preventing  the  victim  from  taking  any  action,  including 
attacking,  defending,  or  using  spells  or  psionics. 

Within  seven  turns  after  the  victim's  death,  fledgling  web¬ 
birds  (with  the  same  statistics  as  adults)  emerge  from  the  car¬ 
cass.  A  cure  diseme  spell  will  kill  the  grubs,  as  will  burning  the 
body  before  the  fledglings  emerge. 

Habi  tat/Society:  Webbirds  build  nests  of  webbing,  forming 
lairs  in  cave  mouths  or  trees.  They  are  always  found  in  large 
groups  because  they  prefer  the  safety  of  numbers. 

Webbirds  often  inhabit  the  same  cave  as  a  community  of 
stirges.  Since  webbirds  are  active  by  day,  and  stirges  are  noc¬ 
turnal,  one  group  Is  always  alert.  During  dawn  and  dusk,  both 
groups  tend  to  be  active,  and  attacks  on  travelers  are  most 
likely  to  occur  at  these  times.  Such  combination  attacks  are 
always  exceedingly  hazardous  to  passersby. 

Each  webbird  is  both  male  and  female,  so  is  able  to  produce 
eggs.  The  life  cycle  of  the  webbird  is  short  and  vicious.  Its 
lifespan  is  no  more  than  one  year,  and  it  spends  almost  all  of 
its  energy  in  the  search  for  food  and  hosts  for  their  eggs. 

Ecology:  Webbirds  are  carnivores  who  feed  primarily  on  car¬ 
rion,  including  the  remains  of  the  hosts  for  their  grubs.  Their 
small,  sharp  mouth  ridges  are  perfectly  adapted  for  rending 
flesh.  Often  a  flock  of  webbirds  will  leave  only  a  pile  of  bones 
as  evidence  that  an  attack  has  occurred. 

It  is  rumored  that  some  drow  elves  keep  webbirds  as  guards 
and  as  a  means  of  disposing  of  the  bodies  of  the  dead. 

Mages  aie  know  n  to  covet  the  tails  of  w  ebbirds  for  use  as 
components  for  mb  spells. 


113 


Wraith-Spider 


CLIMATDTERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any 

Rare 

Pack 

Night 

Special 

Average  (8-10) 
Incidental 
Lawful  evil 


NO.  APPEARING : 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO.  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


3-18 

5 

15,  Wb  18 
3+2 
17 
1 

ld4 

Energy  drain,  poison 

Silver  or  +1  or  better  weapons 

15% 

M  (4'  diameter) 

Champion  (15) 

1,400 


Wraith-spiders  appear  as  vaguely  formed  dark  spider  shapes 
whose  eight  legs  trail  off  into  dark  mist.  They  have  no  physical 
substance,  being  more  shadow  and  mist  than  spider.  They 
attack  with  mandibles  that  appear  insubstantial,  but  leave  vis¬ 
ible  wounds.  Their  bodies  are  circled  with  glowing  red  pin¬ 
prick-eyes  that  look  in  all  directions  simultaneously. 

They  speak  no  language  of  their  own  and  do  not  respond  in 
any  way  to  a  speak  with  dead  spell.  They  seem  to  communicate 
with  each  other  on  some  instinctive  level  to  coordinate  attacks 
in  pack  formations,  though  this  is  non-verbal  in  nature. 

They  understand  orders  given  in  the  common  tongue  or 
draw,  and  can  be  commanded  by  those  with  the  ability  to 
command  or  control  imdead.  They  are  always  encountered  as 
the  servants  of  some  more  powerful  creature. 

Combat:  Wraith-spiders  cause  damage  by  several  methods. 
Their  bite  causes  ld4  points  of  damage  from  chilling  cold; 
each  bite  also  drains  1  level  of  experience  from  an  opponent 
This  affects  hit  points  and  all  abilities  connected  with  that 
level  such  as  combat  ability  or  spellcasling.  Lost  experience 
levels  can  only  be  regained  by  earning  new  experience  or  by 
the  restoration  spell, 

A  wraith- spider's  bite  also  injects  a  poison.  This  poison 
remains  active  for  2-5  rounds  and  drains  1  point  of  Constitution 
each  round  it  is  active.  The  victim  must  roll  a  successful  saving 
throw  vs.  poison  each  round  to  escape  the  poison's  effects  for 
that  round.  A  neutralize  poison  spell  alleviates  the  effects  of  the 
poison  entirely  removing  it  from  the  victim's  system  and  restor¬ 
ing  any  lost  Constitution  points.  A  slow  poison  delays  the  effects 
of  the  poison  for  the  duration  of  the  spell  but  will  not  restore 
Constitution  points  already  lost.  Constitution  points  can  be 
regained  at  the  rate  of  1  per  week;  a  heal  spell  restores  1-4  points 
per  spell.  Victims  drained  of  all  Constitution  points  die  and 
have  a  25%  chance  of  becoming  wraith-spiders  themselves. 
Characters  slain  by  wraith-spiders  can  be  returned  to  life  with  a 
heal  and  a  resurrection  spell  cast  in  that  sequence. 

These  creatures  are  immune  to  cold- based  attacks  and  steep . 
charm,  and  hold  spells.  Normal  weapons  do  no  damage; 
wraith-spiders  are  affected  only  by  silver  weapons  or  magical 
weapons,  Holv  water  vials  thrown  at  these  creatures  inflict 
2d4  points  of  damage  {as  add)  against  their  imdead  forms.  For 


unknown  reasons,  raise  dead  spells  do  not  affect  these  creatures 
as  they  do  other  wrraiths,  having  no  effect  at  all 

Wraith-spiders  are  turned  as  shadows. 

These  creatures  create  webs  that  glow  with  an  eerie  dim 
green  light.  Anyone  touching  a  web  will  sustain  ld4  points  of 
damage  from  the  numbing  cold  of  the  strands.  Characters  in 
contact  with  the  webs  must  also  make  a  saving  throw*  vs,  para- 
lyzation  or  be  immobilized  by  the  web  for  1-6  rounds,  sustain¬ 
ing  cold  damage  for  each  round  in  the  web.  Like  the 
wraith-spiders  themselves,  the  webs  cannot  be  cut  by  normal 
weapons;  they  can  be  cut  only  by  silver  or  magical  edged 
weapons,  or  broken  by  a  successful  bend  bars /lift  gates  roll. 

Habitat/Society:  Wraith- spiders  were  originally  created  as 
guardians  of  treasure  or  as  guards  for  a  particular  area  of  a 
drow  stronghold.  Even  under  someone  else's  control,  they 
tend  to  guard  treasure  well,  any  treasure  left  by  their  victims 
being  added  to  their  original  cache.  Wraith-spiders  are  usually 
encountered  in  packs  since  they  are  created  in  groups.  How¬ 
ever,  since  they  do  not  always  turn  victims  into  more  wraith- 
spiders  (though  there  is  speculation  on  what  happens  if  a 
normal  or  giant  spider  is  killed  by  them),  they  are  sometimes 
encountered  alone  as  attrition  takes  its  toll. 

Ecology:  Wraith-spiders  have  no  goals  or  purposes  other  than 
to  perform  their  guard  tasks  and  slay  the  living.  Since  they  are 
not  free  to  roam  at  will,  they  have  little  effect  on  the  natural 
order.  It  is  rumored  that  a  wizard  named  Muirai  created  them; 
however,  it  is  more  Hkely  that  the  wraith-spiders  were  created 
years  before  by  the  drow  for  their  wars  against  the  duergar. 


114 


Yak-Man  (Yikaria) 


CLIMATE/TERRAIN- 
FREQUENCY: 
ORGANIZATION; 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Mountains 
Very  rare 
Priesthood 
Day 

Omnivore 

Average  to  Genius  (9-18) 
P(D) 

Neutral  evil 


NO,  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAGE/ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1  or  1-4 

4 
9 

5 
15 
I 

IdlG  or  by  weapon 
See  below 
See  below 
10% 

L  (8‘  tall) 

Elite  (13-14) 

L400  (Leader:  2,000) 


Yak-men  Uve  in  the  highest  mountains,  comfortable  among 
the  foreboding  heights  and  deep,  hidden  valleys  of  the  most 
inaccessible  ranges,  Here,  they  maintain  their  petty  empires, 
ruling  all  other  life  forms  within  their  borders. 

Yak-men,  known  among  themselves  as  Yikaria  (the  "Lucky 
Chosen"  in  their  native  writing)  are  ogre-steed  humanoids 
with  broad  shoulders.  Their  heads  are  like  those  of  disgrun¬ 
tled  yaks,  complete  with  curved  horns  and  uniformly  dour, 
sullen  expressions.  Male  or  female,  their  bodies  are  coated 
with  thick  fur  and  hair  Female  yak-men  are  more  slender,  but 
otherwise  they  are  very  similar  to  the  males  in  appearance; 
many  outsiders  cannot  tell  them  apart.  Roth  sexes  wear  long 
flowing  robes  and  occasional!)'  turbans.  Aii  carry  staves,  some 
of  which  are  magical, 

Combat:  Yak-men  have  a  number  of  powers  that  make  them 
deadly  opponents.  They  can  use  magical  items  regardless  of 
normal  magical  abilities.  Their  leaders  are  spellcasters.  They 
have  the  natural  power  to  summon  and  command  dao  genies. 
Lastly,  they  boast  a  spelHike  ability'  similar  to  the  5th-Jevel 
wizard  spell,  magic  jar,  Each  power  is  explained  below, 

%  Magical  items.  All  yak- men  can  use  magical  items,  includ¬ 
ing  items  that  are  normally  restricted  to  one  class,  Tf  the  item 
raises  benefits  and  abilities  that  the  yak-man  doesn't  have— 
for  example,  a  magical  device  that  doubles  the  number  of 
spells  learned — the  vak-man  gains  nothing,  However,  If  the 
item  bestows  a  new  power,  the  yak-man  can  gain  that  power. 

These  creatures  are  particularly  attracted  to  magical  slaves. 
As  a  result,  in  any  encounter,  there  is  a  10%  chance  that  one 
yak-man  has  a  magical  rod  or  staff  of  some  type.  Yak-men  are 
always  fully  capable  of  using  such  items  and  rarely  hesitate  to 
do  so, 

•  SpeUcasting  leaders.  Yak-men  leaders  have  no  more  Hit 
Dice  than  other  yak-men,  but  they  do  have  priest  abilities  that 
range  from  1st  to  10th  level.  They  worship  their  own 
"Forgotten  God  (see  Habitat /Society),  All  spheres  except 
plant  and  summoning  are  available.  At  9th  level,  leaders 
become  high  priests  of  the  faith  and  gain  wizard  spell  abilities. 
Wizardry  is  performed  as  if  they  were  of  a  level  matching  their 
priest  abilities  (they  begin  with  5th- level  spells).  Upon  gaining 
wizard  powers,  high  priests  typically  become  members  of  the 


royal  court  and  advisors  to  their  emperor. 

%  Commanding  duo.  Each  yak-man  can  summon  a  dao  once 
per  day,  provided  the  yak-man  does  not  already  have  a  dao 
under  his  or  her  command.  The  dao  becomes  a  slave;  it  must 
perform  all  actions  that  its  master  commands  until  the  yak- 
man  decides  to  release  it  or  until  the  sun  has  risen  twice, 
whichever  comes  first.  Yak-men  are  wise  enough  not  to 
demand  tt'isJ/cs,  however.  Instead  they  are  content  to  exploit 
the  dao's  other  impressive  abilities,  (the  emperor  of  the  yak- 
men  uses  dao  as  thugs,  as  well  as  a  messenger  service  and  spy 
network,  with  which  to  maintain  control  throughout  his 
empire,) 

The  dao>  of  course,  hate  their  imprisonment,  but  they  take 
out  their  anger  and  frustration  on  the  yak-men's  enemies.  No 
dao  can  attack  a  yak-man — not  even  a  dao  summoned  by  a 
yak-man's  enemy.  Dao  summoned  by  others  will,  however, 
retain  their  Initial  loyalties.  Under  certain  conditions,  a  dao 
may  manage  to  harm  a  yak-man  indirectly' — by  giving  infor¬ 
mation  to  his  enemies  for  example. 


115 


Yak-Man  (Yikaria) 


%  Unique  magic  in r  The  yak-men's  most  frightening  weapon 
is  their  unique  magic  jar  attack  (which  resembles  the  spell). 
With  this  power,  a  yak-man  literally  crawls  under  another's 
skin,  controlling  the  foe's  body,  wreaking  havoc,  and  becom¬ 
ing  a  spy  for  evil  yak-men  masters.  The  yak-man's  magic  jar  is 
a  touch  attack.  It  takes  two  full  turn $  to  take  effect,  during 
which  time  the  victim  usually  must  be  restrained.  (Restraining 
actions  are  often  cloaked  in  ritual,  but  the  typical  chanting  and 
incense-burning  ceremonies  are  entirely  optional.)  To  fend  off 
this  insidious  attack,  the  victim  must  make  a  successful  saving 
throw  vs,  spell  w  ith  a  -4  penalty*  (cumulative  with  any  other 
modifiers  in  effect). 

Yak-men  use  this  ability  solely  against  humans,  demi hu¬ 
mans,  and  humanoids— including  elves,  dwarves,  ores,  and 
giants,  but  excluding  genies,  monstrous  creatures,  mind-flay¬ 
ers,  and  animals.  When  occupying  another's  flesh,  a  yak-man 
gains  access  to  all  of  the  victim's  memories  and  knowledge. 
(This  exceeds  the  power  of  the  magic  jar  spell.)  Although  the 
yak-man  retains  his  own  powers,  he  does  no!  gain  any  of  the 
victim  s  magical,  spell -like,  or  psionic  abilities.  The  victim's 
life  force  is  cast  into  the  furthest  reaches  of  the  yak-man's  own 
mind  and  kept  unconscious  there  until  it  is  returned  to  its  nor¬ 
mal  state  (or  slain),  Meanwhile,  the  yak-man's  mind  takes  full 
control  of  the  victim's  body.  Outwardly,  the  body  does  not 
change.  Detect  magic  and  the  like  cannot  detect  the  yak-man's 
presence  nor  can  a  sha  ir  (desert  wizard)  detect  genie-work.  A 
"wise  woman"  can  sense  something  false  about  the  affected 
mortal,  but  even  she  cannot  recognize  this  falsehood  as  a  yak- 
man’s  work  unless  she  has  dealt  with  this  creature  before. 

The  magic  jar  effects  can  be  dispelled  as  the  spell  of  the  same 
name  Furthermore,  a  yak-man  can  choose  to  return  to  his 
own  body  at  any  time,  at  will,  regardless  of  distance.  The  orig¬ 
inal  Life  force  regains  consciousness.  If  either  body  is  slain, 
then  both  the  vak-man  and  the  inhabited  character  perish 
immediately.  A  yak-man  will  flee  an  endangered  mortal  form 
to  preserve  his  own  life. 

Habitat/Society;  Most  yak- men  cities  occupy  the  peaks  of  the 
highest  mountains.  An  average  city  holds  several  thousand 
yak-men,  plus  five  or  six  times  that  many  slaves.  Even  the 
poorest  yak-man  keeps  a  servant  or  two,  and  slaves  are  the 
yak-men's  common  currency.  Buildings  and  other  structures 
are  made  from  a  gray,  greasy- textured  stone  that  dao  import 
from  the  Elemental  Plane  of  Earth,  The  walls  of  a  yak-man  city 
rival  those  of  the  strongest  human  settlements. 

Outposts  of  this  brutal  society  lie  in  the  narrow  vales  below 
the  mountain  peaks,  each  housing  11  to  20  yak-tnen.  The  num¬ 
bers  may  seem  scant,  but  a  single  outpost  can  dominate  an 
entire  valley,  for  it  has  the  aid  of  1  to  10  dao  and  10  to  40  local 
enslaved  warriors.  The  yak-men  demand  a  portion  of  the  low¬ 
land  population  as  tribute  for  their  "wise  and  benevolent" 
rule.  Those  who  disagree  with  this  attitude  are  destroyed. 
Their  lands  are  given  to  slaves  who  are  more  receptive  to  they 
yak-men's  will — that  is,  slaves  willing  to  sacrifice  a  portion  of 
their  families  to  help  ensure  the  remainder's  survival. 

Yak-men  function  as  a  unified,  malignant  theocracy  All  are 
fanatical  followers  of  their  Forgotten  God  (a  name  used  by 
outsiders:  the  yak-men  's  own  name  for  their  god  is  unknown). 
The  worship  of  this  savage  deity  directs  their  lives.  The 
Forgotten  God  takes  the  general  form  of  a  yak-man,  but  the 
deity's  face  is  worn  smooth  into  a  featureless  mask.  Great  stat¬ 
ues  of  the  faceless  god  dominate  yak-men  temples,  which 
occupy  the  highest  crags  of  their  home  mountains. 

The  yak-men's  dark  deity  is  appeased  by  sacrifice,  which 


the  followers  carry  out  by  offering  slaves  in  the  "Manner  Ele¬ 
mental" — that  is  by  fire  (immolation),  earth  {live  burial),  water 
(drowning),  or  air  (throwing  the  victim  off  a  mountain).  Daily 
sacrifices  ensure  the  ongoing  benevolence  of  the  deity.  These 
hideous  acts  also  strengthen  the  vak-men's  domination  of 
their  land,  since  a  slave  who  disobeys  today  almost  certainly 
will  meet  his  or  her  death  on  the  morrow. 

It  was  the  Forgotten  God  who  enabled  the  yak-men  to 
enslave  the  dao.  In  a  legend  told  by  bards,  it  is  said  that  the 
Forgotten  God  once  journeyed  to  the  Elemental  Plane  of  Earth. 
There,  through  guile  and  deception,  the  deity  defeated  the  ruler 
of  the  earth  elementals.  The  price  of  that  defeat  was  harsh:  the 
dao  were  forced  to  serve  the  Forgotten  God  and  its  minions — 
and  forbidden  to  attack  them— for  "a  thousand  years  and  a 
year."  (It  is  unclear  who  much  of  the  sentence  has  passed,  but 
sages  are  confident  it  will  continue  for  centuries  to  come.) 

Of  late,  the  rest  of  the  world  has  begun  to  interest  the  yak- 
men,  who  see  it  as  a  source  of  new  slaves  and  power.  A  foray 
into  civilized  realms  typically  involves  a  single  scout  or  a 
party  of  one  to  four.  A  dao  may  accompany  each  vak-man.  If  a 
yak-man  leader  is  present  (10%  chance),  then  any  accompany¬ 
ing  dao  is  noble. 

For  a  single  scout,  the  mission  is  usually  reconnaissance — 
helping  yak-men  gauge  the  strengths  and  weaknesses  of  their 
potential  foes.  Nearly  all  scouts  are  convicted  criminals  hop¬ 
ing  to  earn  a  new  life  among  their  fellow  yak-men.  (If  they  die 
on  duty,  it  hardly  matters.)  Should  the  scout  return  to  the 
home  dty  with  some  remarkable  treasure  or  an  extraordinary 
parcel  of  slaves,  his  crimes  will  be  forgiven,  These  scouts  fre¬ 
quently  make  deals  with  evil  humans.  A  single  yak-man  may 
return  home  with  a  caravan  of  servants,  kidnapped  or  stolen, 
or  with  some  other  treasure,  similarly  "hot;" 

A  party  of  yak-men  in  civilized  lands  usually  has  a  mission 
involving  the  members'  magic  jar  abilities.  They  seek  to  kidnap  a 
mortal  or  two  and  then  Inhabit  their  skins.  (At  least  one  vak-man 
guards  the  bodies  of  his  or  her  companions.)  Such  spies  strive  to 
infiltrate  the  local  ruling  class;  taking  the  place  of  a  well-posi¬ 
tioned  serv  ant  or  slave  is  a  popular  tactic,  (it's  more  difficult  to 
imitate  someone  with  power  or  unusual  ability.)  After  the  mis¬ 
sion  is  completed,  when  it's  time  for  entertainment,  a  yak-man 
may  force  the  inhabited  body  to  run  amok,  spreading  chaos, 
only  to  abandon  control  at  the  correct  moment,  leaving  the  con¬ 
fused  mortal  to  pay  the  price  for  the  yak-man's  actions. 

Ecology:  Yak- men  have  an  inherent  drive  for  knowledge,  par¬ 
ticularly  dark  knowledge  that  may  serve  to  corrupt  or  domi¬ 
nate  others.  Knowledge  that  yak-men  cannot  gain  or  use 
immediately  is  to  be  destroyed.  Unsentimental  by  nature,  yak- 
men  parents  pack  children  off  to  communal  creches  once  they 
are  weaned,  never  to  recognize  them  again.  Yak-men  feel  no 
loyalty  to  their  families — only  to  their  god  and  to  their  inher¬ 
ently  superior  race  as  a  whole. 

Outsiders  know  little  of  the  yak-men.  For  the  most  part  they 
have  remained  within  the  coniines  of  their  lands,  content  to 
enslave  or  kill  whomever  enters  it.  To  the  other  intelligent 
races,  they  are  mysterious  figures,  treated  as  "boogie  men" — a 
scary  race  of  evil,  ruthless,  unenlightened,  powerful  savage 
who  threaten  the  security  of  neighboring  lands.  The  reputa¬ 
tion  is  warranted. 

All  other  races  are  slaves  at  best  to  the  yak-mere — even  dao. 
There  are  rumors  that  dao  leaders  are  working  in  conjunction 
with  the  Forgotten  God,  helping  that  deity  facilitate  its  own 
besting  other  genie  lords  and  the  temporary  enslavement  of 
their  races. 


116 


Zorbo 


CLIMATETTERRAIN: 
FREQUENCY: 
ORGANIZATION: 
ACTIVITY  CYCLE: 
DIET: 

INTELLIGENCE: 

TREASURE: 

ALIGNMENT: 


Any  nan-arctic  land 

Rare 

Soli  tarj- 

Any 

Carnivore 
Semi-  (2-4) 

Nil  (P,Q,  X) 

Neutral 


NO.  APPEARING: 
ARMOR  CLASS: 
MOVEMENT: 

HIT  DICE: 

THACO: 

NO,  OF  ATTACKS: 
DAMAG  E/  ATTACK: 
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES: 
MAGIC  RESISTANCE: 
SIZE: 

MORALE: 

XP  VALUE: 


1-4  (10-60) 

7  (base,  see  below) 

is,  a  9 

4+2 

17 

3 

Id4/ld4/ld2 

Absorption 

Drain  magical  protection 
20% 

S  (3'  tall) 

Steady  (11) 

420 


More  than  one  traveler  has  been  lured  to  his  death  by  mistak¬ 
ing  this  creature  at  a  distance  as  a  cuddly,  black-and-white 
koala  bear.  Such  a  mistake  becomes  painfully  obvious  when 
the  creature  attacks.  They  are  semi -intelligent*  only  those  able 
to  communicate  with  bears  can  communicate  with  them. 

Combat:  The  zorbo  frequently  takes  advantage  of  its  absorp¬ 
tion  ability  before  attacking,  for  example,  moving  near  large 
rocks  to  absorb  a  good  Armor  Class  value.  This  absorption 
process  requires  one  round,  during  which  time  the  zorbo 
presses  itself  against  an  object.  This  activity  is  similar  to  that  of 
a  bear  scratching  its  back  on  a  tree.  In  fact,  this  action  is  a  sign 
of  aggression  and  not  an  indication  of  playfulness. 

Absorption  does  not  harm  the  object  whose  Armor  Class  is 
being  absorbed  The  absorbed  Armor  Class  lasts  for  1—4  hours. 
The  ability  grants  the  zorbo  an  AC  rating  based  on  the  chart. 

AC  Rating  Rein  Order  of  Absorption 

7  Earth  Shield 

6  Rock  Crystal,  Ice  Armor 

5  Wood  Bracers 

4  Soft  Metal  (jewelry,  gold)  Cloaks 

3  Hard  Metal  (swords,  shields)  Rings 

0  Stone  Passive  Items* 

*  These  include  magical  Items  like  a  staff  ofpozver  or  bug  sword ,  +4 
defender  that  grant  an  Armor  Class  bonus  In  addition  to  their  other 
abilities.  These  items  are  always  the  las  no  be  absorbed  by  the  zorbo. 

The  zorbo’s  most  feared  form  of  attack  drains  the  defensive 
magic  of  creatures  it  strikes.  Each  time  the  zorbo  hits  a  target 
protected  by  magical  armor,  a  ring  of  protection,  bracers  of 
defense r  or  similar  defense,  the  magical  pluses  of  the  item  are 
added  to  the  zorbo's  AC  for  one  full  turn  and  the  item  is 
turned  to  dust  (no  saving  throw),  if  the  item  does  not  grant  a 
magical  plus  (e.g.,  bracers  of  defense),  the  AC  adjustment  to  a 
base  AC  10  is  absorbed  instead.  For  example,  a  zorbo  whose 
current  Armor  Gass  is  0  strikes  a  character  wearing  tracers  of 
defense  ACS .  The  result  is  that  the  bracers  are  destroyed  and 
the  zorbo 's  new  AC  is  -4.  Artifacts  are  not  destroyed. 


If  a  creature  is  wearing  multiple  defensive  items,  determine 
randomly  which  item  the  zorbo  strikes  or  use  the  chart.  The 
pluses  absorbed  also  count  toward  any  saving  throws  the 
zorbo  is  required  to  make  for  that  turn. 

Habitat/Soriety:  This  carnivorous  beast  often  develops  a  taste 
for  human  and  demihuman  flesh,  and  it  frequently  lives 
where  it  can  prey  upon  its  favorite  morsels.  Such  lairs  typi¬ 
cally  include  small  caves,  hollo  wed-out  trees,  or  even  large 
holes  that  it  digs  with  its  sharp  claws.  While  zorbos  prefer  the 
taste  of  meat,  they  occasionally  eat  berries  and  fish. 

Zorbos  normally  mate  for  life  and  produce  one  or  two  cubs 
every  other  spring.  If  multiple  zorbos  are  encountered,  they 
are  most  likely  from  a  family  unit  After  two  years,  the  cubs 
are  chased  away  from  the  lair  of  their  parents.  The  cubs  either 
find  a  lair  of  their  ow  n  or  perish  in  the  wild. 

It  has  been  reported  that  in  some  of  the  deeper  forests  and  less- 
traveled  lands,  zorbos  gather  in  small  communities  numbering 
from  1(1  to  60.  These  communities  have  probably  developed  as  a 
means  of  self-preservation  in  the  more  dangerous  lands. 

Such  communities  are  always  guarded  by  zorbo  sentries. 
These  vigilant  zorbos  are  always  looking  for  signs  of  preda¬ 
tors,  but  have  also  been  known  to  signal  for  an  attack  on 
unsuspecting  passers-by.  Walking  too  close  to  a  zorbo  commu¬ 
nity  often  incites  an  attack  by  the  entire  population. 

Ecology:  Bears  seem  to  be  a  natural  enemy  of  the  zorbo, 
attacking  them  on  sight.  Whether  this  has  something  to  do 
with  the  zorbo's  appearance  or  the  fact  that  their  roar  sounds 
like  a  bear  cub  cry  ing  is  subject  to  speculation, 

Zorbo  hide  that  has  been  properly  treated  is  an  ideal  recep¬ 
tacle  for  enchantments.  Items  made  of  this  material,  soaked  in 
holy  water  and  enchanted  under  a  full  moon,  receive  an  addi¬ 
tional  +1  on  item  saving  throws. 


1 17 


Terrain  Guide 

Plaint  downs,  heath,  meadow7,  moor,  prairie. 
Savanna,  steppe,  tundra 
Scrubt  brackens,  brush,  bush,  thickets,  veldt 
Forest;  copses,  groves,  jungle,  rain  forest,  wcxids 


Rough:  badlands 

Hills:  bluffs,  dunes,  ridges  (gorge,  rift, 
valley,  canyon) 

Mountains:  glacier,  mesa,  tor 


Desert:  barrens,  flat,  waste 
Swamp:  bog,  fen,  marsh,  mire,  morass, 
quagmire,  slough 
Pond:  lake,  pool,  tarn 


Monster  Summoning 

Tables 

Monster  Summoning  [ 

1  Ant,  giant 

2  Bat,  huge 

3  Beetle,  fire 

4  Bullywug 

5  Goblin 

6  Hobgoblin 

7  term  lame  (3d4  appear) 

8  Kobold  (3d 4  appear) 

9  Leech,  glam  [1  HD) 

10  Muckthvelkf 

11  Ore 

12  Rat,  giant  (3d4  appear) 

Monster  Summoning  II 

1  Beetle,  bombardier 

2  Cenbpede,  giant 

3  Frog,  giant  or  killer 

4  Gnoll  or  Bind 

5  Lamprey,  land 

6  Lizard  man 

7  Mongreimen  (2  HD) 

8  Mud  men 

9  Spider,  large 

10  Stirge 

11  Toad,  giant 

12  Troglodyte 

Monster  Summoning  HI 

1  Ankheg  (3-4  HDj 

2  Bat,  giant  (mobat) 

3  Beetle,  boring 

4  Bugbear 

5  Centipede,  megalo- 

6  Crab,  giant 

7  Crocodile,  wild 

8  Dog,  death 


9 

Gelatinous  cube 

10 

Ghoul 

11 

Lizard,  giant 

12 

Lyc.,  rat 

13 

Ore  or  oreg 

14 

Osquip 

15 

Manscorpton 

16 

Scorpion,  large 

17 

Snake,  constrictor 

18 

Spider,  huge 

19 

Weasel,  giant 

20 

Urchin,  land 

Monster  Summoning  IV 

1  Ankheg  (54>  HD) 

2  Ape,  carnivorous 

3  Banderlog 

4  Ettercap 

5  Gargoyle 

6  Ghast 

7  Hell  hound 
H  Heucuva 

9  Hydra,  5  heads 

10  Lye,  wolf 

11  Ogre 

12  Ooze,  gray 
B  Owlbear 

14  Scorpion,  huge 

15  Snake,  giant  const . 

16  Toad,  poisonous 

17  Toad,  fire 

18  Wasp,  giant 

19  Wolf,  worg 

20  Yeti 

Monster  Summoning  V 

1  Ankheg  (7-8  HD) 

2  Cockatrice 

3  Displacer  beast 


4 

Doppleganger 

5 

Hornet,  giant 

6 

Hydra,  7  heads 

7 

Hydra,  5  heads 
(pyre-  or  cryo4 

8 

Leucrotta 

9 

Lizard,  subterranean 

10 

Lye.  boar 

11 

Margoyle 

12 

Minotaur 

13 

Ochre  jelly 

14 

Rust  monster 

15 

Slithering  tracker 

16 

Snake,  giant,  pois 
or  spitting 

17 

Spider,  giant 

18 

Giant,  verheeg 

19 

Wolf,  winter 

20 

Zombie,  juju 

Monster  Summoning  VI 

t 

Basilisk 

2 

Beetle,  stag 

3 

Carrion  crawler 

4 

Dracolisk 

5 

Drider 

6 

Griffon 

7 

Hydra,  8  heads 

8 

Lizard,  minotaur 

9 

Lyc,  tiger 

10 

Manhcore 

11 

Ogre  mage 

12 

Otyugh 

13 

PyroBsk 

14 

Salamander 

15 

Spider,  phase 

16 

Troll 

17 

Wolf  we  re 

18 

Wraith 

19  Wyvem 

20  Yuan-ti,  halfbreed 

Monster  Summoning  Vll 

1  Basilisk,  greater 

2  Behir  or  tunnel  worm 

3  Bulette 

4  Chimera 

5  Ettin,  hill  giant, 
or  stone  giant 

6  Golem,  flesh 

7  Gorgon 

6  Hydra,  10  heads 

9  Hydra,  8  heads, 

eryo-  or  pyro 

10  Lizard,  fire 

11  Mummy 

12  Neo-otyugh 

13  Pudding,  black 

14  Roper 

15  Shambling  mound 

16  Slug,  giant 

17  Sphinx;,  hi  era  co- 

18  Troll,  2-headed 

19  Umber  hulk 

20  Xom 

Monster  Summoning  VIII 

1  Beetle,  rhinoceros 

2  Giant  fire  or  frost 

3  Giant,  fomiorian 

4  Golem,  stone 

5  Gorgimera 

6  Hydra,  12  heads 

7  Hydra,  lemaean,  8  heads 

8  Pudding,  brown 

9  Remorhaz 

10  Rust  monster 

11  Will  o'wisp 

12  Worm,  purple 


Conjured  Animals 
Hit 


Die 

Roll 

Animal 

Value 

1 

01-10 

Baboon 

VA 

11-25 

Dog,  wild 

VA 

26-35 

Hawk,  large 

l 

36-40 

Hawk,  blood 

11* 

1-50 

Jackal 

K 

51-55 

Mammal,  small 

varies 

56-60 

Minimal 

varies 

61-65 

Otter 

K 

66-70 

Otter,  sea 

IK 

71-80 

Owl,  common 

1 

81-90 

Rat,  giant 

54 

91-00 

Skunk 

% 

2 

01-70 

Animal  ,  herd 

2 

71-80 

Badger 

VA 

814X1 

Horse,  wild 

2 

3 

034)5 

Badger,  giant 

3 

06-10 

Boar,  warthog 

3 

11-15 

Cattle,  wild 

254 

16-20 

Cheetah 

3 

21-30 

Dog,  war 

254 

31-35 

Hyena,  wild 

3 

36-45 

Lion,  mountain 

35* 

46-50 

Lynx,  giant 

2H 

51-60 

Mule 

3 

61-70 

Camel 

3 

71-80 

Stag 

3 

81-90 

Wolf 

n 

91410 

Wolverine 

3 

01-10 

Bear,  black 

3)4 

11-25 

Boar,  wild 

3K 

26-40 

Eagle,  giant 

4 

41-50 

Jaguar 

4K 

51-60 

Leopard 

3  K 

61-75 

Owl,  giant 

4 

76-90 

Weasel,  giant 

3Y* 

914X3 

Wolf,  dire 

3% 

01-15 

Ape,  carnivorous 

5 

16-25 

Buffalo 

5 

26-40 

Hyena,  giant 

5 

41-35 

Otter,  giant 

5 

56-70 

Skunk,  giant 

5 

71415 

Stag,  giant 

5 

864K) 

Wolverine,  giant 

5 

6 

01-25 

Bear,  brown 

6K 

26-50 

Lion 

m 

51-75 

Porcupine,  giant 

6 

76-QO 

Tiger 

6k 

7 

01-50 

Boar,  giant 

7 

51-00 

Lion,  spotted 

m 

8 

01-50 

Bear,  cave 

TA 

514M 

Tiger,  sabre-tooth 

n 

9 

— 

OUpftant 

8K 

10 

— 

Bear,  polar 

10 

11 

— 

Elephant  (African) 

11 

12 

■— 

Mastodon 

12 

13 

— 

Mammoth 

13 

14+ 

— 

Whale 

(to  36) 

Stag:  This  is  a  large  male  deer  that  can  butt  for  2-8 
or  strike  with  its  hooves  for  1-3/ 1-3. 

Giant  stag:  A  very  large  stag,  T  at  the  shoulder  and 
weighing  about  1 300  pounds  It  can  butt  for  4-16 
(444)  or  strike  with  its  hooves  for  14/14 


ns 


Temperate  Encounters 
Temperate  Plain  or  Scrub 

2  Elf  *  gray 

3  Wtfotm  (gdddragon  10%) 

4  Boar*  brown 

5  Spider,  large  or  ankheg  (3 — I  HD) 

6  Jackal  (jackal were  10%) 

7  Boarr  wild  (lyc  boar  10%) 

8  Dog,  wild  or  worg 

9  Wolf 

10  Herd  animal 

11  Nomad  (merchant  10%) 

12  Nomad  or  NPC  party 

13  Horse,  wild 

14  Ore 

15  Hobgoblin 

16  Aerial  encounter 

1 7  Ogre  (10%  hill  giant) 

1 8  Snake,  poisonous,  or  troll 

19  DM  Special 

20  DM  Special 

Temperate  Forest 

2  Elf,  wood  (gnome  10%) 

3  IVy ty  nr  or  grmt  dragon 

4  Lyc.  ,  tiger  or  criosphinx 

5  Badger,  giant,  or  giant  weasel 

6  Worg  or  gian  t  skunk 

7  Owi ,  giant  or  $tirge 

8  Wolf  or  brown  bear 

9  Tribesman  (NFC  part)- 10%) 

1 0  Choke  creeper  or  hangman  tree 

11  Mammal,  small  or  tribesman 

12  Kobold 

13  Ore 

L4  Bugbear  or  ogre 

15  Ettin  or  treant 

16  Spider,  giant  (ettercap  10%) 

17  Beetle,  stag  or  bombardier 

18  Owlbear  or  ghoul 

19  DM  Special 

20  DM  Special 


Temperate  Rough  or  Hill# 

2  lVycerit  or  black  dragon 

3  Lyc.  wolf  or  wolfwere 

4  Bear,  brown  or  giant  badger 

5  Snake,  pais,  or  spitting 

6  Lion,  mountain  or  ant  lion 

7  Horse  or  herd  animal 

8  Gnome  or  mountain  dwarf 

9  Tribesman  (NPC  party  10%) 

10  Griffon  or  hippogriff 

11  Ore  or  gnoil 

12  Hobgoblin  or  goblin 

13  Wolf  or  worg 

14  Bugbear  or  ogre 

15  Aerial  encounter 

16  Ghoul,  heucuva,  or  wight 

17  Spider,  large  or  troll 

18  Verbeeg  or  hill  giant 

19  DM  Special 

20  DM  Special 

Temperate  Marsh  or  Swamp 

2  Drogen,  Made 

3  Behir 

4  Toad  or  frog,  poisonous 

5  Toad  or  frog,  giant 

6  Lizard,  giant 

7  M uckd  weller  or  NPC  party 

8  Tribesman  or  merchant 

9  Troglodyte 

10  Builvwug 

1 J  Hobgobl in  or  giant  leech 

12  Lizard  man 

13  Gnoil  or  giant  sundew 

1 4  Snake,  const,  or  pois. 

15  Ghoul  or  ghast 

16  Troll  or  shambling  mound 

17  Will  o  ' wisp 

18  Hydra  or  yellow  musk  creeper 

19  DM  Special 

20  DM  Special 


Temperate  Mountain 

2  Dragon,  copper  or  red 

3  Bear,  cave  or  hydra 

4  Gnom  e  or  moimtai  n  d  warf 

5  Bear,  brown  or  Lyc*  bear 

6  Bugbear 

7  Aerial  encounter 

8  Wolf  or  worg 

9  Tribesman  (NPC  party  10%) 

1 0  Badger,  giant  or  giant  eagle 

11  Giant,  hill 

12  Giant,  stone  or  formorian 

13  Ogre  or  troll 

14  Hobgoblin  or  ore 

15  Ghoul  or  wight 

1 6  Verbeeg  or  galeb  duhr 

1 7  Will  o  wisp  (sylph  1 0%) 

18  Giant,  frost  or  fire 

19  DM  Special 

20  DM  Special 

Temperate  Desert 

2  Wi/iwrn  or  blue  dragon 

3  Dragon,  brass  or  copper 

4  Hydra  ot  hydra,  pyn> 

5  Manscorpion 

6  Lizard,  giant 

7  Horse,  wild 

8  Dog,  wild 

9  Nomad  or  NPC  party 

10  Nomad  or  dervish 

11  Merchant 

12  Lion 

13  Goblin  or  hobgoblin 

14  Wolf 

1 5  Snake,  pois  or  spitting 

16  Spider,  large  or  ant  lion 

17  Aerial  encounter 

18 

19  DM  Special 

20  DM  Special 


DM  Special  Table 

DM  should  either  choose  a  creature  based  on  party  level,  or  roll  randomly  A  special  encounter  can  also  be  a  natural  hazard  (storm, 


SPECIAL  ENCOUNTERS: 

Cold  or  Temperate  Regions 


Die 

Roll 

Encounter 

01 

Aerial  servant 

02-06 

Bandit 

07 

Basilisk 

08 

Basilisk,  greater 

09 

Beholder  /eye  of  the 

10-12 

deep 

Berserker 

13-14 

Brownie 

15 

Bulette 

16-17 

Chimera 

18-19 

Couatl 

20-2) 

Displacer  beast 

22-23 

Dog,  blink 

24 

Doppleganger 

25 

Dracolisk 

m 

Dragon,  black 

27 

Dragon,  blue 

28 

Dragon,  brass 

29 

Dragon,  bronze 

30 

Dragon,  copper 

58 

Lich 

31 

Dragon,  gold 

59-60 

Lyc.  bear 

32 

Dragon,  green 

61-62 

Lyc.  boar 

33 

Dragon,  silver 

63 

Lyc.  fox 

34 

Dragon ,  red 

64-65 

Lyc.  tiger 

35 

Dragon ,  white 

66-68 

Lyc.  rat 

36 

Dragonm 

69-70 

Lyc.  wolf 

37 

Genie  (djinn  or  jann) 

71-72 

Mani  score 

38 

Gente  (efreet  or  marid) 

73-80 

Men,  patrol 

39 

Giant,  cloud 

81 

*Naga,  guardian 

40 

Giant,  storm 

82 

Naga,  spirit 

41 

Giant,  firbolg 

83-84 

Otv! ,  talking 

42 

Gorgimera 

85 

Pegasus 

43 

Gorgon 

86 

Poltergeist 

44 

Groaning  spirit 

87-88 

Pscudodmgon 

45 

Guardian  daemon 

89 

Rnkshasa 

46 

Hag,  anrtis 

90 

Rot  gnib 

47 

Hag,  green 

91 

Rust  monster 

48-49 

Harpy 

92 

Spfrmx,  andto* 

50 

Hornet,  gktnt 

93 

Sphinx,  ggno- 

51-53 

imp 

94-95 

Spider,  phase 

54 

Invisible  stalker 

96 

Tarrasque 

55 

Kenku 

97-98 

Wasp,  giant 

56 

Ki-rin 

99 

Will  o'wisp 

57 

Lammasu 

00 

Xom 

#  Including  ruins  (cities,  temples, 
etc. )  within  5  miles  of  the  party. 
Monsters  listed  together  are 
equally  likely  to  occur  unless 
otherwise  specified.  Monsters  in 
italic  type  are  75%  likely  to  be 
airborne  when  they  are  encoun¬ 
tered.  All  wilderness  ogre 
encounters  are  10%  likely  to  be 
with  ogre  magi*  Ail  wilderness 
gnoil  encounters  are  10%  likely  to 
be  with  fiind*  NPC  parties  in  the 
wilderness  will  often  be  near  to 
die  adven hiring  group  in  num¬ 
ber,  level,  and  equipment.  Other¬ 
wise  the  typical  NPC  party  will 
be  7th  to  10th  level,  with  hench¬ 
men  of  approximately  half 
(round  up)  character  level  Such 
parties  are  90%  likely  to  be 
mounted  (see  NPC  Party). 


119 


Tropical  Encounters 


Tropical  or  Subtropical  Plain  or  Scrub 

2  Jackal  were 

3  Scorpion,  giant  or  giant  ant 

4  Dog,  wild  or  wolf 

5  Hyena  or  cheetah 

6  Aerial  encounter 

7  Bandit  (slaver) 

H  Merchant 

9  Herd  animal 

10  Herd  animal 

11  Elephant 

1 2  Baboon 

1 3  Tribesman  or  NPC  party 

14  Lion 

15  Leopard  or  jackal 

16  Snake,  poisonous  or  spitting 

17  Hyena 

IB  Ankheg  or  ant  lion 

19  DM  Special 

20  DM  Special 

Tropical  or  Subtropical  Fmest 

2  Scorpion,  giant 

3  Lyc.  tiger  or  cmiatl 

4  Naga,  spirit  or  criosphim 

5  Stirge  or  giant  centipede 

6  Choke  creeper  or  tri- flower  frond 

7  Spfder,  huge  or  giant 

8  Tribesman  or  bandit  {slaver) 

9  Tribesman  or  NPC  partv 

10  Elephant  or  baboon 

11  Tiger  or  Hon 

12  Fttercap  or  forest  trapper 

13  Snake  const,  or  poisonous 

14  Jaguar  or  leopard 

15  Herd  animal 

16  Ape,  carnivorous  or  rhino  beetle 

17  Toad,  giant  or  poisonous 

18  Tasloi  or  yuan-h 

19  DM  Special 

2D  DM  Special 


Tropical  or  Subtropical  Rough  or  Hill# 

2  Rakshasa 

3  Scorpion,  giant  or  ant  Hon 

4  Mantrap  (plant) 

5  Boar,  warthog  or  elephant 

6  Dog,  wild  or  wolf 

7  Lizard,  minotaur 

8  Bandit  (slaver)  or  mongrelmen 

9  Merchant  or  NPC  party 

1 0  Baboon  or  carnivorous  ape 

11  Tribesman 

12  Herd  animal 

1 3  Herd  animal  or  lion 

14  Hyena  or  jackal 

15  Aerial  encounter 

1 6  Tiger  or  htetacosph  inx 

1 7  Lyc v  tiger  or  yuan-  ti 

18  Snake,  spitting 

19  DM  Special 

20  DM  Special 

Tropical  or  Subtropical  Marsh  or  Swamp 

2  Tiger,  sabre-tooth 

3  Yuan-ti 

4  Toad,  giant  or  poisonous 

5  Crocodile 

6  Herd  animal 

7  Herd  animal 

8  Frog ,  g  iant  or  poisono  us 

9  Tribesman  or  NPC  party 

It)  Lizard  man 

11  Btiliywug 

12  Snake,  const,  or  poisonous 

1 3  Centipede,  giant  or  megalo 

1 4  Leech,  giant 

1 5  Hy d  ra  or  shambling  mo  und 

1 6  Li  za  rd ,  gi  a  rv t,  or  muckd  weller 

17  Behir  or  minotaur  lizard 

18  Zombie,  juju 

19  DM  Special 

20  DM  Special 


Tropical  or  Subtropical  Mountains 

2  Pyrolisk 

3  Cockatrice 

4  Pilgrim  or  merchant 

5  Herd  animal 

6  Herd  animal 

7  Aarakokra 

8  Cydopkm 

9  Tribesman 

10  Tiger  or  leopard 

11  Dog,  wild  or  wolf 

12  Medusa 

13  Bandit  (slaver) 

1 4  Aeri  a  1  encounter 

15  Rakshasa  or  me 

16  Snake,  poisonous 

17  Yuan  ti  or  galeb  duhr 

18  ManUcore  (sylph  10%) 

19  DM  Special 

20  DM  Special 

Tropical  or  Subtropical  Desert 

2  Djinn  or  efreet 

3  Ant  lion 

4  T.  eopa  rd  or  spr  ri  t  naga 

5  Camel  (dromedary) 

6  Lion 

7  Aerial  encounter 

8  Bandits  (slavers) 

9  NPC  party  or  pilgrims 

10  Nomad  or  dervish 

11  Nomad  or  merchant 

12  Jackal 

13  Dog,  wild  or  death 

1 4  Sna ke,  poisonous  or  spi tting 

15  Toad,  giant  or  fire 

1 6  Centipede,  huge  or  giant 

17  Scorpion,  huge  or  giant 

18  Dragonne  m  brass  dragon 

19  DM  Special 

20  DM  Special 


#  Including  ruins  (cities,  temples,  etc.)  within  5  miles  of  the  party-  Monsters  listed  together  are  equally  likely  to  occur  unless  otherwise 
specified.  Monsters  in  italic  ty  pe  are  75%  likely  to  be  airborne  when  they  are  encountered.  All  wilderness  ogre  encounters  are  10%  likely  to 
be  with  ogre  magi  All  wilderness  gnoll  encounters  are  10%  likely  to  be  with  Hind.  NPC  parties  in  the  wilderness  will  often  be  near  to  the 
adventuring  group  in  number,  level,  and  equipment.  Otherwise  the  typical  NPC  party  will  be  7th  to  10th  level,  with  henchmen  of  approx¬ 
imately  half  (round  upj  character  level.  Such  parties  are  90%  likely  to  be  mounted  (see  NPC  Party). 


SPECIAL  ENCOUNTERS: 
Warm  or  Tropical  Regions 


Die 

Roll  Encounter 

01  Aerial  senwnt 

02-05  Bandit  (slaver) 

06  Basilisk 

07  Basilisk,  greater 

08  Beholder  / eye  o  f  the 

deep 

09  Bulette 

10—11  Chimera 

12-13  Count} 

14-15  Displacer  beast 

16-21  Dog,  blink 

22  Doppleganger 


23 

Draco  lisk 

41 

Groaning  spirit 

76-77 

24 

Dragon  ,  black 

42 

Guardian  daemon 

78 

25 

Dragon  ,  blue 

43 

Hag,  annis 

26 

Dragon,  brass 

44 

Hag,  green 

79 

27 

Dragon,  bronze 

45-46 

Harpy 

m 

28 

Dragon ,  copper 

47 

Hornet,  giant 

81-83 

29 

Dragon ,  gold 

48-49 

Imp 

84 

30 

Dragon,  green 

50 

Invisible  stalker 

85 

31 

Dragon,  silver 

51 

Kenku 

86 

32 

Dragon,  red 

52 

JCi-rin 

87 

33 

Dragon,  white 

53-54 

Ummasu  (greater  10%) 

88 

34 

Dragon  tw 

55 

Uch 

89 

35 

Genie  (djinn  or  jann ) 

56-57 

Lyc.  tiger 

90 

36 

Genie  {efreet  or  murid) 

58-61 

Lyc,  rat 

91-92 

37 

Giant,  doud 

62-63 

Manikore 

93-94 

38 

Giant,  storm 

64-65 

Medusa,  greater 

95-00 

39 

Gorgimera 

6<%74 

Men,  patrol 

40 

Gorgon 

75 

Men,  lost  civilization 

Mind  flayer 
Mold,  russet  (veg- 
epygmy) 

Naga,  guardian 
Naga,  spirit 
OeuJ,  faJfcfrig 
Hakshasa 
Rot  grub 
Rust  monster 
Sphinx,  andro- 
Sphinx ,  gyno- 
Spider,  phase 
Tarrasque 
Wasp,  giant 
Yuan-ti 
Zombie,  juju 


120 


Special  &  Arctic  Encounters 


Inhabited  or  Patrolled  Areas 

Sylvan  Setting 

Aerial  Encounters 

2 

Wilderness  Table 

2 

Elf,  grey 

2 

Gorgimera 

3 

Wilderness  Table 

3 

Dryad  or  swanmay 

3 

Dragom  tc 

4 

Patrol 

4 

Sprite  or  pixie 

4 

Pegasus 

5 

Patrol  or  NFC  party 

5 

Bear,  brown  or  giant  boar 

5 

Lam/msu  or  comtl 

6 

Pilgrim  or  traveler 

6 

Brownie  or  leprechaun 

6 

Hawk ,  blood  or  giant  :m$p 

7 

Freeman  or  peasant 

7 

Pegasus  or  unicorn 

7 

Chet,  giant  or  giant  hornet 

8 

Freeman  or  peasant 

% 

Korred  or  leopard 

8 

Eagle,  pant  or  hfppOgriff 

9 

Patrol 

9 

Ogre  or  mmofaur 

9 

Eagte  or  griffon 

10 

Patrol  or  wolf 

10 

Pilgrim  or  tribesman 

10 

Hawk,  large  or  small 

11 

Merchant 

11 

Centaur  or  wood  elf 

11 

Common  bird  or  bal 

12 

Merchant 

12 

Satyr  or  wol  f 

12 

Common  bird  or  owl 

13 

Bandit 

13 

Badger,  giant  or  giant  weasel 

13 

Harvy  or  gargoyle 

14 

Herd  animal 

14 

Bandit  or  small  mammal 

14 

M  anti  coir  or  urd 

15 

Ort  or  raider 

IS 

Troll  or  lion 

15 

Aamkocrtt  or  margm/le 

16 

Bear,  black  or  gnoll 

16 

Ettin  or  el  le  reap 

16 

Ogre  mage  or  wyvern 

17 

Boar,  wild  or  berserker 

17 

Man  tf  core  or  basilisk 

17 

Chimera 

18 

Ogre 

18 

Chimera  or  harpy 

18 

Ki-rin  or  roc 

19 

DM  Special 

19 

DM  Special 

19 

DM  Special 

20 

DM  Special 

20 

DM  Special 

20 

DM  Special 

Bats  are  usually  encountered  only  at  night.  Owls  are  usually  encountered  only  at  night  or  in  forests. 

Common  bird:  These  are  normal  avians  such  as  wild  ducks,  parrots,  ravens,  sea  gulls,  sparrows,  swans,  and  so  on, 

Special  aerial  encounters  could  include  dragons,  genies,  invisible  stalkers,  sphinxes,  aerial  servants,  air  elemental*  and  so  on.  Other  spe¬ 
cial  encounters  are  missile  fire  from  the  ground  or  special  aerial  patrols  (e,g.,  elven  knights  mounted  on  hippogriffe). 


#  Including  ruins  (cities,  temples,  etc.}  within  5  miles  of  the  party.  Monsters  listed  together  are  equally  likely  to  occur  unless  otherwise 
specified.  Monsters  in  italic  type  are  75%  likely  to  be  airborne  when  they  are  encountered.  All  wilderness  ogre  encounters  are  10%  likely  to 
be  with  ogre  magi.  Ail  wilderness  gnoll  encounters  are  10%  likely  to  be  with  Rind.  NPC  parties  in  the  wilderness  will  often  be  near  to  the 
adventuring  group  in  number,  level,  and  equipment.  Otherwise  the  typical  MFC  party  will  be  7th  to  10th  level,  with  henchmen  of  approx* 
imateJy  half  (round  up)  character  level.  Such  pa  rties  are  90%  likely  to  be  mounted  (see  NFC  Party  ) 


Arctic  (all  terrain) 

2  Pudding,  white 

3  Dragon,  white 

4  Re  mar  ha  2 

5  Qm,  giant 

6  Snake,  constrictor 

7  Herd  animal 

8  Herd  animal 

9  Herd  animal 

10  Tribesman 

1 1  Bear,  polar 

12  Blizzard  or  unsafe  ice 

13  Wolf 

14  Giant,  frost 

15  Yeti 

1 6  Toad,  ice 

17  Wolf,  winter 

18  Wolf,  winter 

1 9  DM  Special 

20  DM  Special 


Subarctic  Plain  or  Scrub 

2  Dtojj.  white 

3  Snake,  poisonous 

4  Mammoth  or  mastodon 

5  Bear,  brown 

6  Berserker  or  NFC  party 

7  Tribesman 

8  Tribesman 

9  Herd  animal 

10  Herd  animal 

11  Oliphant 

12  Wolf 

13  Ogre 

1 4  "Tiger 

15  Giant,  frost  or  Lvc  bear 

16  Gfloll 

17  Owl,  giant  or  giant  boar 

18  Remorhaz 

19  DM  Special 

20  DM  Special 


Subarctic  Rough  or  Hills# 

2  Dragon,  white 

3  Remorfw 

4  Bear,  brown 

5  Gnoll 

6  Owl.  giant  or  giant  rat 

7  Bear,  cave 

8  Tribesman  or  NPC  party 

9  Verbeeg 

1 0  Tiger 

11  Wolf 

12  Wolf 

13  Herd  animal 

1 4  Herd  animal 

15  Troll 

16  Giant,  frost 

17  Wolf,  winter 

18  Hvdra.cryo- 

19  DM  Special 

20  DM  Special 


Subarctic  Forest 

2  Treant  or  oblivtax 

3  Ogre  mage 

4  Bear,  cave 

5  Rat.  giant 

6  Berserker  or  NFC  party 

7  Tribesman 

8  Weasel,  giant  or  giant  wolverine 

9  Herd  animal 

10  Oliphant 

11  Bear,  brown 

12  Lvm,  giant  or  tiger 

13  Wolf 

14  Ogre  or  troll 

15  Lvc  boar  or  giant  boar 

16  0wlf  giant  or  Lyc  fox 

17  Giant,  frost 

18  Troll  2-headed 

19  DM  Special 

20  DM  Special 


Subarctic  Mountains 

2  Gnome  or  mountain  dwarf 

3  Dtwon,  white 

4  Hell  hound  or  si fifth 

5  Tribesman  or  Nrt  party 

6  Gnoll 

7  Verbeeg 

8  Bear,  cave 

9  Herd  animal 

10  Owl,  giant  or  ealeb  duhr 

11  Wolf  ™ 

12  Ogre  or  eere  mage 

1 3  Troll  or  2Tiea  ded  troll 

14  Giant,  host 

15  Wolf,  winter 

16  Remorhaz 

17  Yeti 

IB  Lion,  spotted 

19  DM  Special 

20  DM  Special 


Subarctic  Marsh  or  Swamp 

2  Drtftfi?!?,  wiJfjfe 

3  Dragon,  white 

4  Wolt,  winter 

5  Oliphant 

6  Rat  giant 

7  Wolf 

8  Owl,  giant 

9  Gnoll 

10  Gnoll  or  flind 

11  Herd  animal 

12  Herd  animal 

13  Tribesman 

14  Troll  or  ogre  mage 

1 5  Troll,  2-headed  or  ettin 

16  Hydra,  ervo- 

17  Ice  toad 

18  Tee  toad 

19  DM  Special 

20  DM  Special 


121 


Salt  Water  Encounters 


Cold  Water  Surface 

2  Dragon  turtle 

3  Sea  Lion 

4  Sefkie 

5  Scrag 

6  Depths  encounter 

7  Warship  or  fisherman 

3  Narwhal*? 

V  Merchant 

ID  Shark 

11  Whale 

12  Pirate  or  killer  whale 

13  Hazard  (ice) 

14  Dolphin 

15  Aerial  encounter 

16  Ghost  ship 

17  Will  o' wisp 

IS  Seawdf,  greater 

19  DM  Special 

2D  DM  Special 

Cold  Water  Depths 

2  Kraken 

3  Urchin,  black  or  green 

4  Seawolf,  lesser 

5  Lobster,  giant  (crayfish) 

6  Snake,  giant  sea 

7  Dolphin 

8  Mermen 

9  Quipper,  giant  or  giant  crab 

10  Whale  or  octopus 

11  Whale  or  fish  school 

12  Fish  school 

13  Shark 

14  Sea  lion 

15  Kapoadnlh 

16  Squid,  giant 

17  Shark,  giant 

IS  Sunken  ship 

19  DM  Special 

20  DM  Special 


Temperate  Water  Surface 

2  Dragon  turtle 

3  Ghost  ship 

4  Otter,  sea 

5  Otter,  sea 

6  Depths  encounter 

7  Pirate  ship 

8  Sea  l  ion 

9  Eelr  giant 

10  Shark 

11  Merchant 

12  Whale 

13  Dolphin 

1 4  Warship  or  fisherman 

15  Aerial  encounter 

16  Will  o'vvisp  or  seaweed 

1 7  Sea  w  eed  (stranglew  e*?d  1  0%) 

18  Seawolfr  greater 

19  DM  Special 

20  DM  Special 

Temperate  Water  Depths 

2  Kraken 

3  Naruhale 

4  Urchin,  black 

5  Lamprey,  giant 

6  Sahuagin 

7  Sea  lion  or  hippocampus 

8  Koalinth 

9  Fish  school 

10  Fish  school 

11  Shark 

12  Whale 

13  Eel,  giant 

14  Dolphin 

15  Mermen 

16  Shark,  giant 

17  Squid,  giant 

18  Sea  wo  If,  lesser 

19  DM  Special 

20  DM  Special 


Tropical  Water  Surface 

2  Ghost  ship 

3  Strangle  weed 

4  Pirates,  small  boats 

5  Pirates,  warship 

6  Depths  encounter 

7  Shark,  giant 

8  Crocodile,  giant 

9  Seaweed 

ID  Whale 

1 1  Merchant 

12  Fisherman 

13  Shark 

14  Barracuda 

15  Aerial  encounter 

16  Warship 

47  Sea  wolf,  greater 

IS  Triton 

19  DM  Special 

20  DM  Special 

Tropical  Water  Depths 

2  Urchin ,  yel  low  or  si  lver 

3  U  rchin,  green  or  red 

4  Snake,  poisonous 

5  Crocodile,  giant 

6  Ray,  feting  or  pungi 

7  Octopus  or  manta  ray 

fi  Sahuagin 

9  Seaweed  (strangleweed  10%) 

10  Fish  school 

1 1  Fish  school 

12  Shark 

13  Eel,  giant  or  locathah 

14  Barracuda 

15  Hi ppocampus  or  triton 

1 6  Kapoac  i  nth  or  lacedon 

17  Snake,  sea  or  giant  slug 

18  Ray,  ixixachitl 

19  DM  Special 

20  DM  Special 


Aerial,  Ljirtd  nr  Depth  Encounters:  Roll  i>n  the  appropriate 
table,  If  this  enyoowitef  is  not  suitable.  thim  none  occurs. 
Surface  Encounters:  Unintelligent  rnrmaiere  are  75%  likely  to 
be  driven  off  by  flam  mg  ml  nearby,  *»0%  if  wuiaM y  btmt«l  by 
it  I  jrge  amounts  of  f«Ki  thrown  nvotixanJ  are  50%  Ukiik  to 
I'ndl  such  ait  encounter 

Flab  Selma  h  TTiij  a  a  Urge  greup  of  fish  of  ike  same  type,  the 
aquatic  verara*  of  herd  animals.  Although  they  usually  do 
not  attack  mnlessi  commanded  by  magical  mean*),  if  pan¬ 
icked  lhi?y  might  rmil  about,  obsfruchng  vision  and  move¬ 
ment  If  targe  ertmigh,  they'  might  cause  buffeting  damage 
f  1-2  to  l-§,  depending  cn  size! 

Ghost  Ship:  This  is  a  lost  ship  manned  bv  undtrad,  Although 
it  can  h*  *een  .it  any  time,  it  will  usually  attack  only  at  night, 
when  its  masters  ami  full  power.  Roll  penrenidfi  dice  once 
for  the  crew  and  once  for  the  leaders  Orur  01— *0  =  1CW0 
skeletnte,  41-80  =  HMD  iombies,  til-00  =  10-20  jujti  zom¬ 
bies  irtfrn  ill-30  -  1-4  wights  11-60  =  t-Swaiihs,  61-30= 
1-2  01-^5=  1-2  ghosb  ^0  =  l  llch 

Hazard  (ieel:  This  can  be  a  single  huge  ice  mountain  or  i  D-SO 
smaller,  grinding  floes  Hard  contact  with  tee  reduces  sea- 
uttxthinm  by  5%  and  »  10%  likely  to  require  a  ^awarihl- 
ness  check  to  avoid  finking 

Seaweed  This  include*  both  floating  masse:  of  weed  and  beds 
on  She  bottom  The  former  slows  ships  by  5G%,  The  latter  an? 
30-300  feet  high  and  reduce  vision  to  10  feet  Boih  have  a  40% 
rharwv  tor  another  encounter  If  mov  td  ihnmyk  or  inv^tigatod. 
Sunken  Ship:  This  is  a  victim  of  storms,  ice.  m  Iwstile  action. 
Often  thes-i?  have  their  cwiginal  eargnr  and  may  be  inhabited 
Roll  percentile  dice:  0 1—1 0  =  Ha?  merchant  treasure  (see  Men, 
tnetdumt).  11-20  =  no  treasure,  21-40  =  2-24  iMtedorei  toriginal 
crew),  41-4X1=  =  Monster  I  roil  on  appropriate  encounter  table) 
Special  Encounters"  These  can  include  murkoth,  mottled 
wirimn,  shipwreck  sHimvor*.  rin  eye  of  the  deep.  Hidden 
storm*,  seaweed  that  allow?  underwater  breathing  ivhen 
eaten,  giant  darns,  aqiiauc  versions  of  carnivorous  plants, 
storm  grants-  and  to  on 


Aquatic  Monster  Summoning,  Saltwater 


Monster  Summoning  1 

1  Barracuda  fl  HD) 

2  Lamprey,  common 

3  Merman 

4  Otter,  sea 

5  Piranha  (3d4  appear) 

6  Urchin,  black 

Monster  Summoning  II 

1  Barracuda  (2  HD) 

2  Dolphin 

3  Locathah 

4  Ray,  ixitxachitl 

5  Ray,  sting 

6  Sea  horse 

7  Sea  wo  If,  lesser 

8  Urchin,  green 

Monster  Summoning  III 

1  Barracuda  (3  HD) 

2  Crab,  giant 

3  Lacedon  (ghoul) 

4  Sahuagin 

5  Selkie 

6  Urchin,  red 


Monster  Summoning  IV 

1  Hippocampus 

2  Kapoadnth  (gargoyle) 

3  Lobster,  giant  (crayfish) 

4  Memow.  ogre 

5  Otter,  giant 

6  Shark  (3-5  HD) 

7  Triton 

8  Urchin,  yellow 

Monster  Summoning  V 

1  Crocodile,  giant 

2  Lamprey,  sea 

3  Scrag  (troll) 

4  Sea  Son 

6  Shark  (5-6  HD) 

7  Spider,  giant  marine 

8  Water  weird 

9  Urchin,  silver 

0  Roll  again  with  ld8 

*  This  creature  has-  a  10%  chance  to 
btxume  toe- willed  far  the  duration  of 
the  spell  if  prdenjd  to  act  against  iis 
nature  or  inclinations 


Monster  Summoning  VI 

1  Eel,  marine 

2  Narwhale 

3  Octopus 

4  Sea  wolf,  greater 

5  Shark  (7-8  HD) 

6  Snake,  giant  sea  (8  HD) 

Monster  Summoning  VII 

1  Ray,  manta 

2  Slug,  giant  sea 

3  Snake,  gian  t  sea  (10  HD) 

4  Squid,  giant 

Monster  Summoning  VIII 

1  Eye  of  the  deep 

2  Dragon  turtle  (12  HD) 

3  Kraken4 

4  Shark,  giant 

5  Voydanoi  (16  HD)‘ 

6  Whale,  killer 

7  Whale,  small 
herbivore  (12  HD) 

8  Worm,  mottled  (purple) 


122 


Fresh  Water  Encounters 


Cold  Water  Surface 

2  Dragon  turtle 

3  Greenhag 

4  Otter,  giant 

5  Lacedon 

6  Depths  encounter 

7  Swan  ( 10%  sw  anmay  J 

8  Pirate 

9  Land  encounter 

10  Hazard  (navigational) 

11  Fisherman  or  tra  pper 

12  Merchant 

13  Otter  or  beaver 

14  Aerial  encounter 

15  Nixie 

16  Merrow,  ogre 

17  Scrag 

18  Naga,  water 

19  DM  Special 

20  DM  Special 

Cold  Water  Depths 

2  Morkoth 

3  Otter,  giant 

4  Quipper,  common  or  giant 

5  Vbydanoi 

6  Lacedon  or  kapoarinth 

7  Kaoltnth 

8  Crayfish,  giant 

9  Crab,  giant 

10  Fish  school 

11  Fish  school 

1 2  Nixie  or  giant  pike 

13  Nixie  or  giant  gar 

14  Octopus 

15  Merrow,  ogn? 

16  Lamprey  or  marine  eel 

17  Snake,  giant  sea 

18  Sunken  ship 

19  DM  Special 

20  DM  Special 


Temperate  Water  Surface 

2  Crayfish,  giant 

3  Nymph 

4  Otter,  giant 

5  Li2ard  man 

6  Depths  encounter 

7  Swan  (10%  swanmay) 

8  Morrow,  ogre 

9  Land  encounter 

1 0  F mg,  gian  l  or  giant  leech 

11  Hazard  (navigatinna I ) 

12  Otter 

13  Fisherman  or  merchant 

14  Aerial  encounter 

15  Pirate  or  warship 

16  Beetle,  giant  water 

17  Lacedon 

18  Scrag  or  sea  hag 

19  DM  Special 

20  DM  Special 

Temperate  WTater  Depths 

2  Dragon  turtle 

3  Nymph 

4  Otter 

5  Catfish  or  giant  leech 

6  Kapoacinth  or  lamprey 

7  Lizard  man 

8  Koalinth 

9  Beetle,  giant  water 

1 0  Spi  der,  gian  t  wl ter 

11  Fish  school 

12  Pike,  giant 

13  Crayfish,  giant 

14  Quipper,  giant 

15  Nixie 

16  Gar,  giant 

1 7  Octopus  or  giant  lamprey 

18  Lacedon 

19  DM  Special 

20  DM  Special 


Tropical  Water  Surface 

2  Crystal  ooze 

3  Kelpie 

4  Nymph 

5  Eel,  electric 

6  Depths  encounter 

7  Snake,  giant  const. 

8  Pirate,  small  boats 

9  Crocodile 

10  Hazard  (navigational) 

11  Fisherman  or  merchant 

12  Piranha 

13  Frog,  giant  or  poisonous 

14  Aerial  encounter 

15  Seaweed 

16  Seaweed  (choke  creeper) 

17  Frog,  killer 

IS  Naga,  water 

19  DM  Special 

20  DM  Special 

Tropical  Water  Depths 

2  Vbdyanoi 

3  Eel,  weed 

4  Kelpie 

5  Beetle,  giant  water 

6  Spider,  giant  water 

7  Snake,  giant  const. 

8  Seaweed  or  strangleweed 

9  Crab  or  crayfish,  giant 

10  Octopus 

11  Pi  rhana,  giant 

12  Fish  school 

13  Eel,  giant 

14  lizard  man 

15  Nixie 

16  Kapoacinth 

17  Naga,  water 

18  Snake,  giant  sea 

19  DM  Special 

20  DM  Special 


Aerial,  Ljn  J,  or  Depth  En counters;  Roll  on  the  appro¬ 
priate  table.  If  the  encounter  Is  nut  su liable,  then  none 
occurs 

Surface  EiKounlers:  Unintelligent  monsters  am  75% 
likely  h>  be  driven  off  by  flaming  oil  nearby  90%  if 
actual!  v  b  urned  by  iU  Large  arruumte  of  food  thrown 
overboard  are  50%  likely  to  end  such  an  enemmtet 
Fish  School:  This  is  a  Large  group  at  fish  of  the  Mine 
type,  the  aquatic  version  of  herd  animals  Although 
thev  usually  do  not  attack  (unless  commanded  bv 
magical  means),  if  panicked  they  might  mill  about, 
obstructing  vision  and  movement.  If  Large  enough, 
they  might  cause  buffeting  damage  ( 1-2  to  1  -f\ 
depending  on  size), 

Ghost  Ship:  This  is  a  lust  ship  manned  by  undead 
Although  tt  can  he  seen  at  any  time,  tt  will  usually 
attack  only  at  flight,  when  its  masters  are  at  full  power, 
Roll  percentile  dire,  once  for  the  cmv  and  once  for  the 
leaders.  CrrLir  01— it!  =  IG — 40  skeletons,  41^80  =  10-40 
zombies,  S1-0G  «  HL-20  fuju  zombies.  Jzssfcr?.  01-30  = 
1-4  wights,  31-60  =  1-3  wraiths.  61-80  =  1-2  spectres, 
81  -95  -  1-2  ghosts,  95-00  =  1  lich. 

Hazard  I  navi  git  ion  a  1):  This  can  ground  nr  damage  a 
vessel  that  does  net  hat  e  aboard  a  pilot  familiar  w  ith 
the  waters.  Such  hazards  as  sandbars  and  submerged 
lugs  of  ten  change  position. 

Seaweed:  This  in  eludes  both  floating  masws  qf  weed 
and  beds  on  the  bottom,  The  former  slew  ships  bv 
50%.  The  latter  are  30-300  feet  high  and  reduce  vision 
to  1 0  feet  Both  have  a  40%  chance  for  another 
encounter  if  moved  through  or  investigated 
Special  Encounters:  These  can  include  morkoth,  mot' 
tied  worms,  shipwreck  survivors,  an  eve  of  the  deep, 
pearl  beds,  sudden  storms,  seaweed  that  allows  under¬ 
water  breathing  when  eaten,  giant  dams  aquatic  ver- 
sums  of  cam!  vorous  plants,  storm  giants,  and  so  on. 


Aquatic  Monster  Summoning,  Freshwater 

Monster  Summoning  l 

Monster  Summoning  IV 

Monster  Summoning  VI 

1 

Beetle,  giant  water 

1 

Eel,  marine 

1 

Frog,  giant  (1  HD) 

2 

Crayfish,  giant 

2 

Gar,  giant 

2 

Koalinth  (hobgoblin) 

3 

Kapoacinth  (gargoyle) 

3 

Octopus 

3 

Lamprey  common 

4 

Kelpie 

4 

Sea  wolf,  greater 

4 

Nixie  (3d4  appear) 

5 

Mertow,  ogre 

5 

Snake,  giant  sea  £8  HD) 

5 

Otter,  common 

6 

Otter,  giant 

6 

Vodvanoi  (8  HD) 

6 

Piranha  (3d4  appear) 

7 

Pike,  giant 

8 

Spider,  giant  water 

Monster  Summoning  VII 

Monster  Summoning  li 

1 

Catfish,  giant 

1 

Eel,  electric 

Monster  Summoning  V 

2 

Greenhag 

2 

Frog,  giant  (2  HD) 

1 

Crocodile,  giant 

3 

Naga,  water 

3 

Kuo- tea 

2 

Eel,  giant  electric 

4 

Snake,  giant  sea 

4 

Leech,  giant  (2  HD) 

3 

Scrag  (troll) 

(10  HD) 

5 

Lizard  man 

4 

Water  weird 

6 

Piranha,  giant 

Monster  Summoning  VIII 

1 

Slug,  giant  sea 

Monster  Summoning  111 

2 

Dragon  turtle  (12  HD) 

1 

Crab,  Giant 

3 

Kuo-toan  monitor 

2 

Crocodile,  common 

4 

Worm,  mottled  (purple) 

3 

Frog,  giant  (3  HD) 

4 

Lacedon  (ghoul) 

123 


Special  Encounters 


Border  Ethereal  Encounters 

2  Elemental,  water 

3  Elemental,  fire 

4  Elemental,  air 

5  Elemental,  earth 

6  Salamander 

7  Ghost  or  groaning  spirit 
S  Cockatrice*  or  aniatl 

9  Human  traveler** 

TO  Djtnn  or  efreet 

11  Basilisk'  or  ki-rin 

12  Gorgon*  or  lammasu 

13  Medusa*  or  phase  spider 

14  Invisible  stalker 

15  Xom 

16  Jannormarid 

1 7  Aerial  servant 

18  Ethereal  cyclone*** 

19  DM  Special 

20  DM  Special 


*  The  perceptions  and  special  attack  form  of  this  creature  extends  into 
the  border  Ethereal  Plane.  The  creature  itself  is  on  the  Prime  Material 
Plane,  and  if  this  is  not  possible,  the  encounter  is  ignored. 

**  The  MFC  Party  section  is  used  with  the  following  modifications: 
party  size  is  1-6  with  no  class  restrictions.  One  deric  will  always  be 
present,  and  at  least  one  mage  if  party  size  is  two  or  more.  Levels  are; 

Priest  9th-18th  Wizard  llth-20th 

Warrior  8th- 1 5th  Rogue  8th- 17th 

***  An  ethereal  cyclone  requires  a  saving  throw  v$.  spell.  Those  who  fail 
are  blown  to  a  single  random  location:  on  the  Prime  Material  Plane 
(80%),  on  an  Inner  Plane  (15%),  or  to  an  unknown  location  until  res¬ 
cued  or  otherwise  able  to  reach  the  Prime  Material  Plane  (5%). 


tUnusual  fungi  have  a  special  property  assigned  by  the  DM,  such  as 
being  exceptionally  nourishing,  giving  off  light,  curing  damage  or  dis¬ 
ease,  neutralizing  poison,  causing  strength  or  weakness  if  eaten, 
repelling  certain  creatures,  etc.  DM  specials  might  include  framed  hunt¬ 
ing  spiders,  pack  lizard  trains,  ochre  jellies  of  twice  normal  size,  etc 


Underdark  Encounters 


2 

Mold,  russet 

3 

Phycomid  or  ascomid 

4 

Trapper  or  purple  worm 

5 

Mold,  brown  or 

violet  fungus 

6 

Xom  or  deep  gnome 

(svirfneblm) 

7 

My co red  or  lurker  above 

8 

Roper  or  neo-otyugh 

9 

Otyugh  or  tunnel  worm 

It) 

jermlaine  or  osquip 

11 

Shrieker  or  unusual 

fun  gust 

12 

Troglodyte  or  kuo-toa 

13 

Mold,  yellow  or  giant  slug 

14 

Drow  or  duergar 

15 

Drow  or  drider 

16 

Umber  hulk  or  slithering 

tracker 

17 

Aboleth  or  mind  flayer 

18 

Beholder  or  gas  spore 

19 

DM  Special 

20 

DM  Special 

DUNGEON  MONSTER  RANDOM  LEVEL  MATRIX 


Equivalent  - Monster  Level  Table  Consulted 


Dungeon 

r 

n 

in 

TV 

V 

VI 

VT1 

vni 

XI 

X 

Level 

1st 

1-16 

17-19 

20 

2nd  “3rd 

1-12 

13-16 

17-18 

19 

20 

4th 

1-5 

6-10 

11-16 

17-18 

19 

20 

5th 

1-3 

4-6 

7-12 

13-15 

17-18 

19 

20 

6th 

1-2 

3-4 

5-6 

7-12 

13-16 

17-18 

19 

20 

7  th 

1 

2-3 

4-5 

6-10 

11-14 

15-16 

17-18 

19 

20 

Bth 

I 

2 

3-4 

5-7 

8-10 

11-14 

15-16 

17-18 

19 

20 

9th 

1 

2 

3 

4-5 

6-8 

9-12 

13-15 

16-17 

18-19 

20 

lOth-llth 

1 

2 

3 

4 

5-6 

7-9 

10-12 

13-16 

17-19 

20 

12th- 13th 

1 

2 

3 

4 

5 

6-7 

8-9 

10-12 

13-18 

19-20 

14th-I5th 

1 

2 

3 

4 

5 

6 

7-8 

9-11 

12-17 

18-20 

1  bth  Sc  down 

1 

2 

3 

4 

5 

6 

7 

8-10 

11-16 

17-20 

Procedure:  To  determine  the  monster  table  Dungeon  Level  1  Dungeon  Level  11 


used  for  the  encounter,  cross-reference  the  roll 

2 

Badger,  giant 

2 

Mudman 

of  Id20  with  the  equivalent  dungeon  level. 

3 

Gnome  or  elf 

3 

Rot  grub  or  killer  frog 

Then  roll  2d  1 0  on  the  ind  icated  table  to  deter¬ 

4 

Dwarf  or  halfling 

4 

Frog,  giant  or  poisonous 

mine  the  monster  appearing.  If  two  monsters 

5 

Beetle,  fire 

5 

Toad,  giant 

are  given,  pick  one  or  roll  randomly 

6 

Berserker 

6 

Mongretmen 

If  monster  level  is  lower  than  dungeon 

7 

NPC  party 

7 

NPC  party 

level,  increase  the  number  encountered.  If  the 

8 

Bat,  common  or  large 

8 

Stirge 

monster  level  is  greater  than  the  dungeon 

9 

Rat,  common  or  giant 

9 

Rat;  giant 

level,  reduce  the  number  encountered  (at 

10 

Bandit 

10 

Spider,  large 

least  one  will  be  encountered). 

H 

Kobold 

11 

lizard  man 

NPCs  are  adjusted  by  character  level  rather 

12 

Goblin 

12 

Gnoll  fflind  10%) 

than  by  number  (see  NPC  Party). 

13 

Ore 

13 

Troglodyte 

Intelligent  monsters  on  Tables  XI  and  X  will 

14 

Hobgoblin 

14 

Beetle,  bombardier 

have  minions  instead  of  greater  numbers.  On 

15 

Bullywug 

15 

Centipede,  large  or  gian  t 

lesser  levels  minions  will  be  fewer  and/or 

16 

Shrieker 

16 

Ankheg  (3—1  HD) 

less  powerful. 

17 

Skeleton 

17 

Zombie 

IS 

Skeleton 

18 

Zombie 

19 

DM  Special 

19 

DM  Special 

20 

DM  Special 

20 

DM  Special 

124 


Dungeon  Level  lit 

2  Fungi,  violet 

3  Dog,  death 

4  Weasel  giant 

5  Ochre  jelly 

6  Beetle,  boring 

7  Bugbear 

$  Bat,  huge  fmobat) 

9  NFC  party 

10  Lizard,  giant 

11  Snake,  constrictor 

12  Gelatinous  cube 

13  Ore,  orog 

14  Spider,  huge 

15  Centipede,  mega  to 

16  Lye.,  rat 

17  Ghoul 

18  Ankheg  (5~6  HD) 

19  DM  Special 

20  DM  Special 

Dungeon  Level  IV 

2  Ankheg  (7-8  HD) 

3  Hydra,  5  heads  {pyro-  or  oyo-) 

4  Toad*  fire  or  poisonous 

5  Lye.,  wolf  or  ettercap 

6  Hydra,  5-6  heads 
Ape  or  hell  hound 

8  Owl  bear  or  rust  monster 

9  NFC  party 

10  Snake,  giant  const. 

11  Dog,  blink 

12  Ogre 

13  Ooze,  gray 

14  Scorpion,  giant 

15  Gargoyle 

16  Shadow 

17  Ghast 

IB  Heucuva 

19  DM  Special 

20  DM  Special 

Dungeon  Level  V 

2  Slithering  tracker 

3  Imp  or  quasi! 

4  Hydra,  6  heads  (pryo-  or  cryo-J 

5  Shrieker  or  yellow  mold 

6  Displacer  beast  or  leucrotta 

7  Cockatrice 

8  Hydra,  7  heads 

9  NFC  party 

10  Lizard,  subterranean 

U  Lizard,  subterranean 

12  Minotaur 

13  Snake  or  spider,  giant 

14  Rust  monster 

15  Verbeeg  or  margoyle 

16  Doppleganger 

17  Shadow  or  juju  zombie 

18  Lye.  boar 

19  DM  Special 

20  DM  Special 


Dungeon  Level  VI 

2  Pyrolisk 

3  Odder 

4  Qgn?  mage 

5  Medusa 

6  Basilisk 

7  Hydra,  7-9  heads 

8  Carrion  crawler  or  otyugh 

9  NFC  party 

10  Lizard,  minotaur 

11  Manticore 

12  Troll 

13  Slime,  green  or  yellow  mold 

14  Scorpion,  giant  or  brown  mold 

15  Spider,  phase 

16  Wyvem 

17  Wight  or  wraith 

18  Wight  or  wraith 

19  DM  Special 

20  DM  Special 

Dungeon  Level  VII 

2  Efreet  or  flesh  go  I  em 

3  Djinn  or  invisible  stalker 

4  Hydra,  7-9  heads  (pryo-  or  eryo~) 

5  Behir  or  grea  ter  basilisk 

6  Neo-otyugh  or  mimic 

7  Will  o'wisp 

8  Chimera  or  gorgon 

9  NFC  party 

10  Pudding,  black 

11  Lizard,  fire  or  tunnel  worm 

12  Hydra,  IM2  heads 

13  Giant,  hill  or  shambling  mound 

14  Troll,  2-headed  or  ettin 

15  Giant,  stone  or  roper 

16  Umber  hulk  or  spirit  naga 

17  Mummy 

18  Spectre 

19  DM  Special 

20  DM  Special 

Dungeon  Level  VUI 

2  Hydra,  len’iaean 

3  Golem,  day 

4  Trapper  or  lurker  above 
Hydra,  12  heads  (pyro-  or  oyo-) 

6  Gorgimera  or  dracollsk 

7  Slug,  giant  or  purple  worm 

8  Vampire 

9  NFC  party 

10  Hydra,  13-16  heads 

11  Giant,  frost 

12  Will  o' wisp 

13  Rust  monster 

14  Couatl  or  guardian  naga 

15  Giant,  fire 

16  Pudding,  dun  or  brown 

17  Medusa,  greater 

18  Ghost  or  ruhk  (rakshasa) 

19  DM  Spedal 

20  DM  Spedal 


Dungeon  Level  DC 

2  Hydra,  17-20  heads 

3  Hydra,  12  heads  (pyro-  or  cryn-) 

4  Elemental  earth  (12  HD) 

5  BuJette 

6  Worm,  purple 

7  Ki-rin 

8  Slug,  giant 

9  NFC  party 

10  Golem,  stone 

11  Xom 

12  Umber  hulk 

13  Giant  storm 

14  Rust  monster 

15  Dragon,  black  (ancient) 

16  Gorgon 

17  Vampire,  cleric  7th- 10th  level 

IS  Rakshasa,  rajah 

19  DM  Special 

20  DM  Special 

Dungeon  Level  X 

2  Demilich 

3  Lurker  above 

4  Elemental,  earth  (16  HD) 

5  Rakshasa,  maharajah 

6  Dragon,  red  (andent) 

Dragon,  blue  (andent) 

S  Lich 

9  Golem  iron 

10  NO  ENCOUNTER 

1 1  U  nderd  a  rk  encounter 

12  Beholder 

13  NPC  party 

14  Slug,  giant 

15  Gas  spore 

1 6  Vampire,  mage  9th-12th  level 

1 7  Vampire,  m  age  9-1 2th  level 

18  Tarrasque 

19  DM  Spedal 

20  DM  Spedal 

Underdark  Encounters 

2  Mold,  russet 

3  Phycomid  or  ascomid 

4  Trapper  or  purple  worm 

5  Mold,  brown  or  violet  fungus 

6  Xorn  or  deep  gnome  (svirfneblin) 

7  Myconid  or  lurker  above 

8  Roper  or  neo-otyugh 

9  Otyugh  or  tunnel  worm 

10  jermlaine  or  osquip 

1 1  Shrieker  or  unusual  fungus 

12  Troglodyte  or  kuo-toa 

13  Mold,  yellow  or  giant  slug 

14  Drow  or  duergar 

15  Drow  or  d  rider 

16  Umber  hulk  or  slithering  tracker 

17  Aboleth  or  mind  flayer 

18  Beholder  or  gas  spore 

19  DM  Spedal 

20  DM  Spedal 


MS 


NPC  Parties 

To  avoid  delays,  create  NFC  parties  before 
play  The  tables  allow  such  parties  to  be  set 
up  quickly  and  impartially;  but  the  DM  is 
encouraged  to  make  any  changes  that  will 
enhance  play  The  tables  should  be  consid¬ 
ered  a  starting  point  , 

A  typical  NPC  party'  lias  2-12  members — 
2-5  major  characters  and  the  rest  henchmen 
or  men-at-arms. 

Characters:  The  Character  Subtab  le  estab¬ 
lishes  a  '"typical"  party  structure  by  limiting 
character  n  umber  and  classes  allow  ed.  Deter’ 
mine  character  race  (20%  demihuman)  and 
demihuman  multi-dasses  on  the  fecial  Sub- 
table  (multi-class  results  can  exceed  the  limits 
of  the  Character  Subtable  limits). 

Character  Level  and  Equipment:  These  will 
usually  be  comparable  to  those  oi  the  player 
character!*,  but  NPC  level  will  rarely  exceed 
12th.  Arms,  armor,  and  equipment  will  be 
typical:  A  Ist-level  warrior  would  have  scale 
or  chain  armor  and  minimal  gear.  At  2nd 
level  banded  or  plate  mail  is  ty  pical 
weapons  profuse,  and  equipment  complete 
(much  oil.  holy  water,  mirrors,  etc.) .  NPC 
magic  will  be  used  if  a  fight  breaks  out.  Note 
that  if  the  NFCs  are  defeated,  their  magical 
items  will  enter  your  campaign. 

Character  spells;  These  am  selected  by  the 
DM  according  to  those  most  su  ited  to  the 
NFC  party.  Wizards  are  subject  to  the  limits  of 
spells  known.  Henchmen  spdkasters  ate 
treated  likewise. 

Henchmen:  Hie  major  MFCs  will  have  a 
total  of  2-5  henchmen,  up  the  party  size,  with 
any  remainder  being  men-at-arms.  If  the 
encounter  is  below  l he  3rd  dungeon  level  all 
those  with  the  major  NPCs  will  be  henchmen. 

Henchman  class  and  race  Is  determined  as 
fur  the  major  diameters.  Major  MFCs  are 
assigned  henchmen  in  order  of  Charisma, 
allowing  for  compatibility  (e.g,.  a  paladin 
would  not  follow  a  thief,  nor  would  a  ranger 
below  8th  level  have  henchmen),  A  hench¬ 
man's  level  is  one-third  of  that  of  his  master 


Magical  Items  for  Character  Encounters 

TABLE  1 
Die  Item  Id20l 

1  2  Potions,  flying,  herding 

2  2  Potions: 

ptifyFTfOTpJi  fsdfl 

3  2  Potions;  fife  resistance.  speed 

4  2  Potions,  ,  hill  giant  strength 

5  2  Potions:  kmuirur ability 

6  2  Potions:  tomum  coffinrf,  Imiatmn 

7  2  Potions,  animal  cortfnL  diminution 
B  l  Scroll  1  Spell  level  l-tf 

9  1  Scroti:  2  £fvfts’  level J— l 

111  1  Scroll  protection  from  magic 

11  1  Ring:  mammal  corttryl 

12  1  Ring:  pmiccfuw  +3 

13  1  Armor:  leather  *  j 

14  1  Shield:  -I 

1 5  I  §w  or  cl  +i  'rio  specM  abilities  1 

16  IP  Arrows:  +2 

17  4  Bolls:  +3 

18  1  Dagger:  - 1 

19  i  javelin  +2 

20  J  Mace:  *1 


(round  up  or  down),  li  the  master  's  level  is 
above  8th,  the  henchman  has  1  additional 
level  per  3  full  levels  of  the  master.  Thus,  a 
Sth-level  mage  would  have  a  2nd-level 
henchman,  while  an  llth-ievel  mage  would 
have  a  5th- level  henchman  (4+1).  Henchmen 
are  armed  much  as  major  NFCs,  though  they 
are  not  as  heavily  armored.  Their  magic  is 
assigned  as  for  major  NPCs,  but  usually  w  ill 
be  less  powerful. 

Memat-Annsi  Little  detail  is  needed  for 
these  other  than  hit  points.  They  often  have 
poor  armor  and  few  weapons:  for  example, 
studded  leather,  crossbow  and  dagger,  or  (at 
best)  scale  mail  shield,  spear,  long  sword* 
and  backpack.  They  are  seldom  found  under¬ 
ground  below-  the  3rd  dungeon  level 


Character  Subtable 


Dice 

Character 

Maximum 

Score 

Type* 

No*  in  Party 

01-17 

CLERIC 

3 

IB-20 

Druid 

2 

21-60 

FIGHTER 

5 

61-62 

Paladin 

2 

63—65 

Ranger 

2 

66-86 

WIZARD 

3 

87-nBS 

Specialist 

1 

89-98 

THIEF 

4 

99-00 

Fard 

1 

#  Tvpicaliy,  20%  of  these  will  be  non-human 

Race  Subtable 

Dice 

%  of 

Score 

Race* 

Multi-Class 

01-30 

Dwarf 

15% 

31-35 

Elf 

&5%** 

56-65 

Gnome 

25% 

66^-90 

Half-Elf 

m%” 

91-00 

HalSmg 

10% 

*  In  an  evilly -aligned  party,  these  will  be  half- 
ores.  The  chance  for  a  multi-class  half-ore  is 
50%:  fighter-thief,  fighter-cleric,  or  cleric-thief. 


**  If  the  roll  i$  for  multi-class  is  01-20,  the 
character  fs  triple-dassed. 


Multi-class  levels?  For  two  classes,  subtract  1 
level;  for  three  classes,  subtract  2  levels. 
Adjust  each  class  downward  to  the  radial 
maximum,  if  applicable. 

Magical  Items  for  NPC  Parties 


Level 

Chance/No*  of  Items/Table 

1st 

10% 

/ 

1 

/ 

i 

2nd 

20% 

/ 

2 

/ 

i 

3rd 

30% 

/ 

2 

/ 

t 

10% 

/ 

1 

/ 

u 

4th 

40% 

/ 

2 

/ 

I 

20% 

! 

1 

/ 

II 

5th 

50% 

/ 

2 

/ 

L 

30% 

/ 

1 

/ 

n 

6th 

60% 

i 

3 

/ 

i 

40% 

i 

2 

/ 

ii 

7th 

70% 

/ 

3 

/ 

i 

50% 

/ 

2 

/ 

ii 

10% 

l 

1 

/ 

nr 

8th 

80% 

m 

3 

f 

i 

60% 

/ 

2 

t 

n 

20% 

/ 

l 

l 

m 

9th 

90% 

i 

3 

t 

i 

70% 

{ 

2 

/ 

u 

30% 

/ 

1 

/ 

in 

Kith 

* 

/ 

3 

/ 

j 

80% 

/ 

2 

/ 

n 

40% 

i 

1 

/ 

m 

11th 

# 

/ 

3 

/ 

l 

90% 

i 

2 

/ 

n 

50% 

/ 

1 

/ 

m 

10% 

/ 

1 

/ 

tv 

12th 

/ 

3 

/ 

i 

• 

/ 

2 

/ 

n 

60% 

/ 

1 

m 

rn 

20% 

/ 

1 

f 

TV 

13th+ 

* 

/ 

3 

/ 

i 

+ 

/ 

2 

/ 

n 

# 

i 

1 

/ 

m 

60% 

i 

1 

/ 

rv 

*  Automatically  has  this  with  no  roll  needed. 
Use  random  determination  only  when  any 
general  magical  item  vvouid  be  suitable  to  the 
individual  Note  that  some  items  am  in 
groups  or  multiples. 


TABLE  11 
Die  Item  td20) 

1  2  Potions:  oil  of  idi&eain&s, 

superhervism 

2  2  Potmmi:  ES  R  pm^form 

3  1  Scroll:  fSpSw,  level 2-9  or  2-7 

4  2  Rings,  fire  resistance,  invisibility 

5  1  Ring:  protection  +■ 2 

b  ]  Staff;  Striking 

7  1  Wand:  magic  imsites 

8  1  Wand :  wonder 

9  1  enfefs  AC  4 

10  I  (rniodt  afsIiMfiifg 

1 1  1  think  if  tlvenktttd 

12.  1  d  ntf  of  appearance 

13  1  Figurine:  serpentme  mot 

i  4  3  iirveliw  of  tigfi  rmug 

15  1  far  Keoghltnn’s  ointment 

1 6  1  robe  of  useful  items 

17  1  set:  dmijt  niii/l  +1..  shield  +2 
IB  1  m:  tfuitn  mil  +3 

19  \  Swurd:  +2  for  +3  iri/fr  rtMifies*) 

20  2  Weapons:  cross&mtF  of  speed, 

hammer  +1 


TABLE  Ill 
Die  Item  (d2Q) 

1  I  Ring:  spoil  storing 

2  1  Ring:  mind  shielding 

3  1  Rod:  cancellation 

4  1  Staff-  CO/nmiMi/ 

5  l  Wand:  fear 

6  1  Wand  :  negation 

7  Ibngoftncks 
B  I  boots  of  speed 

9  1  tsxns  of  striding  a  ml  springing 

10  1  cloak  if  disphicemeni 

11  1  ntfeito  of  missiles 

12  1  pipes  of  ifte  sewers 

13  I  rope  of  dimbmg 

14  1  rope  of  entanglement 

15  1  sat  mb  of  protection 

]  6  1  set ;  plate  tm d  +2,  3fr  wU  +3 

17  1  Shield:  +5 

1 8  1  Sword.  +3  for  +2  abiht  ies  */ 

19  1  mace  or  hammer  +2 
2U  1  spear  +2 


TABLE  IV 
Die  Item  (dll) 

1  1  Ring:  dfitm  summoning 

2  1  Ring:  ttuman  influence 

3  1  Ring:  spell  turning 

A  1  Rod;  smmtii 

5  1  Rod:  terror 

6  1  Wand:  lightning  or  fire 

7  1  Wand:  illusion 

8  1  Staff:  tfrwnt/rr  A  lightning 

9  t  amulet  qf  life  protection 

10  ’  1  cube  of force 

11  \  deck  of  illusion 

12  \  eyes  of  charming 

13  1  hdm  of  teleportation 

14  1  horn  of  blast  mg 

15  1  robe  of  bkwtmg 

16  \  shme  of  good  luck 

17  I  set:  plate  mail  +3,  shield  +4 

1 8  E  Sword ; +4  (or  i-3  with  abiht  ies  V 

19  t  Arrow;  of  slaying  f  diameter  class! 

20  1  Net:  of  entrapment 

‘  Intelligence,  if  any  Will  neat  exceed  16. 


126 


CASTLES  &  FORTRESSES 
(Optional) 

Most  wilderness  castle*  and  Actresses  will 
already  have  been  placed  before  play  begins. 
Sometimes,  most  often  when  the  part}'  is 
mapping  new  territory,  a  previously 
unknown  castle  may  be  discovered.  In  this 
case,  Lhere  is  a  base  l-in-20  chance  that  any 
wilderness  encounter  will  be  with  an 
unknown  stronghold.  When  this  occurs, 
determine  the  castle  size,  inhabitants,  and 
master's  class  (if  any)  before  rolling  to  see  if 
the  party  is  surprised. 

Surprises  If  the  parts*  >s  surprised,  and  if  the 
stronghold  is  inhabited  by  brigands  or  an 
NFC  master  they  will  have  been  surprised  by 
a  patrol  from  the  stronghold  Otherwise  the 
party  will  see  the  stronghold  from  to  3  miles 
away  and  be  able  to  pass  the  place  or  investi¬ 
gate  it  as  they  wish. 

Patrols:  Prepare  some  standard  patrols  before 
play  Racial  composition  should  be  typical  for 
the  area.  The  patrol  will  be  mounted  unless 
special  considerations  apply  (such  as  unsuit¬ 
able  terrain,  ora  nation  that  shuns  mounts). 
Leaders  will  have  superior  mounts  (typically 
war  horses). 

A  typical  patrol  will  be  commanded  by  a 
fighter  (or  possibly  ranger)  of  6th  to  8th  level. 
He  will  have  a  lieutenant  of  4th  to  5th  level,  a 
Serjeant  of  2nd  to  3rd  level,  3  to  4  1st  level  vet¬ 
erans.  and  1 3—24  men-at-arms.  Accompanying 
them  wil  I  be  either  a  cleric  of  6th  or  7th  level 
(40%  chance)  or  a  wizard  of  5th  to  8th  level 
(60%  chance). 

Fighters  of  1st  level  or  higher  will  have  plate 
mail,  shield,  lance,  flail,  and  long  sword.  Men- 
at-arms  will  typically  have  chain  or  scale  mail, 
shield*  bow  or  light  crossbow,  and  a  hand 
weapon.  Magical  items  are  assigned  by  the 
DM  (see  NPC  Party,  previous  page), 

Castles:  The  size  of  the  castle  and  its  garrison 
are  given  in  the  tables.  The  reactions  of  the 
castle  garrison  to  an  approaching  party  will 
be  dictated  by  the  culture  and  society  of  the 
area.  For  exam  pie,  in  a  typical  medieval  Euro¬ 
pean  fantasy  setting,  a  friendly  reaction 
would  result  in  the  castle  master  welcoming 
the  adventurers,  entertaining  them  royally 
(with  hunts,  drinking  bouts,  etc. L  and  offering 
an  escort  to  the  border  of  his  territory  when 
they  choose  to  leave,  A  neutral  reaction  could 
be  a  demand  for  toll,  or  refusal  to  let  them 
into  the  place  without  facing  one  or  more  of 
their  fighters  ire  non- lethal  combat  (such  as 
jousting),  taking  the  fighters*  armor  and 
weapons  if  they  lose.  A  hostile  reaction  could 
range  from  an  immediate  attack  to  feigning 
friendship,  then  capturing  them  for  ransom, 

If  the  castle  is  attacked,  the  garrison  will 
man  the  walls,  any  cavalry  dismounting  for 
the  purpose.  The  castle  will  be  stocked  with 
food,  water,  and  supplies  of  arms  and  mis¬ 
siles.  Heavy  crossbows  will  be  available  to  the 
defenders.  \n  addition,  there  will  be  artillery 
and  sufficient  crew  to  operate  it  (see  tables) 


Castle  Table  1;  Size  and 

Type 

Dice  Roll 

Size 

Type 

01-10 

Small 

Small  shell  keep 

11-25 

Small 

Tower 

26-35 

Small 

Moat  house  or  friary 

36-15 

Medium 

Medium  shell  keep 

46-65 

Medium 

Small  walled  castle 
with  keep 

66-B0 

Medium 

Medium  walled 
castle  with  keep 

81-88 

Large 

Concentric  castle 

89-95 

Large 

Large  walled  castle 
with  keep 

96-00 

Large 

Fortress  complex 

Castle  Table  3:  NPC  Master 


Dice  roll 

Master's  Class  and  L 

01-20 

CLERIC 

9th-12th 

21-65 

FIGHTER 

9th-12th 

66 

Paladin 

9lh-121h 

67-68 

Ranger 

9th-10th 

69-85 

WIZARD 

I06h— 1 4th 

86-98 

TEIIEF 

ltlth-14th 

99-00 

Bard 

10th— 1 4th 

The  master  will  have  2-5  henchmen,  plus  any 
special  followers  due  to  class  or  level. 


Castle  Table  2:  Inhabitants 


Small 

Dice  Roll 
Medium 

Large 

Inhabitants 

01  —15 

01-30 

01-15 

Totally  deserted 

46-60 

31-50 

1M0 

Deserted  (monster) 

6 1-70 

51-65 

41-60 

Brigands 

71-00 

66-00 

61-00 

NFC  master 

Totally  deserted  indicates  the  construction  is 
an  disrepair,  and  on  close  examination 
appeals  empty. 


Castle  Table  4:  Artillery  and  Garrison 


Size 

Type 

Garrison 

SMALL 

Moat  house 

10-80 

Tower 

10-60 

Shell  keep 

20-120 

MEDIUM 

Shell  keep 

30-300 

Small  castle 

40-400 

Medium  castle 

60-600 

LARGE 

Concentric  castle 

100-800 

Large  castle 

200-2000 

Fortress 

300+ 

Deserted  castles  appear  totally  deserted,  but 
entry  into  the  construction  will  discover  a 
monster  Roll  again  on  the  encounter  chart;  if 
unsuitable,  read  the  result  from  the  "Rough'1 
column. 

Brigands  means  the  place  Is  occupied  by  nor¬ 
mal  men.  Barbarians  or  dervishes  can  be  sub¬ 
stituted,  depending  on  the  terrain. 

NFC  master  encounters  proceed  to  the  next 
Table  3  (above). 


Light  Oil 

Ballistae  Catapults  Cauldrons 

2  —  1 

1  —  I 

—  1  _ 2 

I  ■  2:  2 

2  1  4 

2  2  5 

4  2  6 

4  4  8 

van  var.  var. 


Garrison  is  the  ty  pical  number  of  men  that  line  castle  can  accommodate.  The  lower  figure  is  the 
peacetime  complement. 

Ballistae  are  direct  fire,  crewed  weapons  that  shoot  bolts  of  spear  size.  With  a  4-man  crew,  a  bat 
lista  can  be  fired  every1  second  round 

Light  catapults  are  indirect  fire,  crewed  weapons  that  throw  stones  or  flaming  pitch. 

Cauldrons  are  filled  with  boiling  nil,  which  is  then  poured  down  upon  attackers.  The  DM 
should  decide  the  exact  effect  of  boiling  oil  {save  vs.  death,  for  example). 


Castle  Table  5i  Artillery 


Range 

Device  Min.  Max. 

Ballista  —  320  yd 

Catapult,  light  150  yd  300  yd 


Damage 

S-M  L 

2—12  3-18 

2-20  3-12 


Rate  of  Base 

Fire  To  Hit 
1/4*  15 

1/4  20 


Crew 

Min.  Max, 

2  4 

4  6 


Range  is  the  distance  to  the  target  creature.  The  minimum  range  reflects  the  arcing  trajectory  of 
the  catapult. 


Rate  of  fire  is  speed  of  firing  with  the  minimum  crew*.  If  crew  is  less  than  the  minimum,  the  rate 
of  fire  is  halved,  (*)  A  ballista  with  maximum  crew  can  fire  once  every  two  rounds. 

Base  to  Hit  The  artillery  proficiency  of  the  crew  chief  determines  the  chance  to  hit.  Artillery  fire 
ignores  Armor  Class,  Any  hit  will  inflict  damage,  The  base  number  to  hit  can  be  lowered  by  l 
(or  each  level  of  skill  (equal  to  a  proficiency  slot)  the  crew  chief  has  with  the  weapon.  Each  con¬ 
secutive  shot  against  a  stationary  target  gets  a  +4  bonus  [+4,  +8,  etc,). 


127 


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